序号 专利名 申请号 申请日 公开(公告)号 公开(公告)日 发明人
81 System supporting animation of graphical display elements through animation object instances US10434718 2003-05-09 US20040222992A1 2004-11-11 Matt Calkins; Joseph Stephen Beda III; Kevin Gallo; Gilman K. Wong; Leonardo Esteban Blanco
A graphical display animation system is disclosed that supports timed modification of element property values of elements within a graphical display. The animation system utilizes a display structure for maintaining a set of elements corresponding to displayed objects within a graphically displayed scene. The elements include a variable property value. The animation system also utilizes a property system that maintains properties associated with elements maintained by the display structure. The properties include dynamic properties that are capable of changing over timenulland thus affecting the appearance of the corresponding element on a graphical display. The animation system includes animation classes, from which animation objects are instantiated and associated with an element property at runtime. The animation object instances provide time varying values affecting values assigned to the dynamic properties maintained by the property system.
82 Multiple-level graphics processing with animation interval generation US10693822 2003-10-23 US20040130550A1 2004-07-08 Leonardo E. Blanco; Paul C. David; Matthew W. Calkins; Andrei Baioura
Described is a method and system in which timing intervals are generated from clock properties, and used to interpolate values for smooth animation. A high-level component maintains a set of clocks related to animated objects and/or linear media in a scene graphs. The clocks correspond to clock properties received from an application program. The clocks are processed into event lists at the higher level, from which timing interval data is generated and passed to a low-level component. The low-level component, which generally operates at a faster rate than the high-level component, uses the timing interval data to rapidly calculate current values for an animated object. Interaction, such as to pause an animation or resume a paused animation, causes the high-level component to re-compute the event list and regenerate new animation intervals for affected clocks. The new animation intervals are passed and used by the lower-level component.
83 Force frames in animation US10226462 2002-08-23 US20040036711A1 2004-02-26 Thomas G. Anderson
The present invention provides a method of allowing a user to efficiently direct the generation of frames in a computer animation. An object within a frame has an initial representation, e.g., position, orientation, scale, intensity, etc. A vector response characteristic can be associated with the object, where the vector response characteristic specifies how the representation of the object changes in response to applied vectors. For example, a ball might accelerate proportional to the directed magnitude of an applied vector, while a light source might change in intensity and color according to the direction and magnitude of an applied vector. Each object can have its own vector response characteristic, multiple vector response characteristics (e.g., applicable if different parts of the animation), and constraints on its vector response characteristics (e.g., must stay connected to another object). Objects can also generate their own vectors to apply to other objects (e.g., a wall can generate a vector to discourage objects from penetrating the wall).
84 Multiple-level graphics processing system and method US10184795 2002-06-27 US20030076328A1 2003-04-24 Joseph S. Beda; Gregory D. Swedberg; Oreste Dorin Ungureanu; Kevin T. Gallo; Paul C. David; Matthew W. Calkins
A multiple-level graphics processing system and method (e.g., of an operating system) for providing improved graphics output including, for example, smooth animation. One such multiple-level graphics processing system comprises two components, including a tick-on-demand or slow-tick high-level component, and a fast-tick (e.g., at the graphics hardware frame refresh rate) low-level component. In general, the high-level, less frequent component performs computationally intensive aspects of updating animation parameters and traversing scene data structures, in order to pass simplified data structures to the low-level component. The low-level component operates at a higher frequency, such as the frame refresh rate of the graphics subsystem, to process the data structures into constant output data for the graphics subsystem. The low-level processing includes interpolating any parameter intervals as necessary to obtain instantaneous values to render the scene for each frame of animation.
85 SYSTEM FOR PARAMETRIC GENERATION OF CUSTOM SCALABLE ANIMATED CHARACTERS ON THE WEB EP16739658 2016-07-07 EP3295430A1 2018-03-21 BLOCK ASA JONAS IVRY; CHAMBERS SUZANNE; BROWER GEORGE MICHAEL; CLARK IGOR; THE RICHARD
A graphic character object temporary storage stores parameters of a character and associated default values in a hierarchical data structure and one or more animation object data represented in a hierarchical data structure, the one or more animation object data having an associated animation, the graphic character object temporary storage and the animation object data being part of a local memory of a computer system. A method includes receiving a vector graphic object having character part objects which are represented as geometric shapes, displaying a two dimensional character, changing the scale of a part of the displayed two dimensional character, and storing an adjusted parameter in the graphic character object temporary storage as a percentage change from the default value, displaying a customized two dimensional character, applying keyframe data in an associated animation object data to the character parts objects, and displaying an animation according to the keyframe data.
86 COORDINATION OF ANIMATIONS ACROSS MULTIPLE APPLICATIONS OR PROCESSES EP11848183 2011-12-06 EP2652711A4 2016-11-23 LAU BONNY; ZOU SONG; ZHANG WEI; BECK BRIAN; GLEASMAN JONATHAN; CHEN PAI-HUNG
Animation coordination system and methods are provided that manage animation context transitions between and/or among multiple applications. A global coordinator can obtain initial information, such as initial graphical representations and object types, initial positions, etc., from initiator applications and final information, such as final graphical representations and object types, final positions, etc. from destination applications. The global coordination creates an animation context transition between initiator applications and destination applications based upon the initial information and the final information.
87 CREATING AND EXECUTING ANIMATION BEHAVIOR FOR GUI EP03808238 2003-05-15 EP1639555A4 2016-01-27 CALKINS MATT; BEDA JOSEPH STEPHEN III; GALLO KEVIN; WONG GILMAN K; BLANCO LEONARDO ESTEBAN
A graphical display animation system is disclosed that supports timed modification of element property values of elements within a graphical display. The animation system utilizes a display structure for maintaining a set of elements corresponding to displayed objects within a graphically displayed scene. The elements include a variable property value. The animation system also utilizes a property system that maintains properties associated with elements maintained by the display structure. The properties include dynamic properties that are capable of changing over time-and thus affecting the appearance of the corresponding element on a graphical display. The animation system includes animation classes, from which animation objects are instantiated and associated with an element property at runtime. The animation object instances provide time varying values affecting values assigned to the dynamic properties maintained by the property system.
88 Synthetic image automatic generation system and method thereof EP08160754.1 2008-07-18 EP2023297A2 2009-02-11 Kuo, Chung An; Kuo, Feng Chou; Chen, Pei-Chao; Wang, Mao-Jiun; Kuo, Chien-Fu; Lee, Hsu; Chang, Shao-Wen

Provided is a computer system and a computerized method to automatically generate the synthetic images that simulate the human activities in a particular environment. The program instructions are input in the form of the natural language. Particular columns are provided in the user interface to allow the user to select desired instruction elements from sets of limited candidates. The instruction elements form the program instructions. The system analyzes the program instructions to obtain the standard predetermined time evaluation codes of the instructions. Parameters not include in the input program instructions are generated automatically. Synthetic images are generated by using the input program instructions and the parameters obtained.

89 OFFERING MENU ITEMS TO A USER EP05708662.1 2005-03-04 EP1853987A1 2007-11-14 ROSS, Andree; THEIMER, Wolfgang
The invention relates to an electronic device 1 offering a plurality of menu items to a user. In order to enable a user friendly selection of the menu items, the electronic device 1 comprises a screen 60, user input means 70, storing means 50 adapted to store parameters for a virtual model of a user and processing means 31. The processing means 31 are adapted to generate a visual representation of a virtual user model 61 on the screen 60 based on the stored parameters for the virtual model of a user, to cause a movement of a visually represented virtual user model 61 depending on a user input, to detect a movement of a visually represented virtual user model 61 that is associated to a particular menu item, which menu item is offered for any of a plurality of applications, and to call a function that is assigned to the particular menu item.
90 IMPROVED DYNAMIC SCENE DESCRIPTOR METHOD AND APPARATUS EP04751150.6 2004-04-30 EP1728218A1 2006-12-06 PEACHEY, Darwyn
A method for rendering a frame of animation includes retrieving scene descriptor data that specifies at least one object, wherein the object is associated with a first database query, wherein the first database query is associated with a first rendering option, receiving a selection of the first rendering option or a second rendering option, querying a database with the first database query and receiving a first representation of the object from a database when the selection is of the first rendering option, loading the first representation of the object into computer memory when the selection is of the first rendering option, and rendering the object for the frame of animation using the first representation of the object when the selection is of the first rendering option, wherein the first representation of the object is not loaded into computer memory when the selection is of the second rendering option.
91 CREATING AND EXECUTING ANIMATION BEHAVIOR FOR GUI EP03808238.4 2003-05-15 EP1639555A1 2006-03-29 CALKINS, Matt; BEDA, Joseph, Stephen, III; GALLO, Kevin; WONG, Gilman, K.; BLANCO, Leonardo Esteban
A graphical display animation system (100) is disclosed that supports timed modification of element property values of elements within a graphical display. The animation system utilizes a display structure for maintaining a set of elements (202) corresponding to displayed objects within a graphically displayed scene. The elements include a variable property value. The animation system also utilizes a property system that maintains properties associated with elements maintained by the display structure. The properties include dynamic properties (410) that are capable of changing over time and thus affecting the appearance of the corresponding element on a graphical display. The animation system includes animation classes (222), from which animation objects are instantiated and associated with an element property at runtime. The animation object instances provide time varying values affecting values assigned to the dynamic properties maintained by the property system.
92 Multiple-level graphics processing system and method EP02023045.4 2002-10-16 EP1304656A3 2005-12-21 Beda, Joseph S.; Swedberg, Gregory D.; Ungureanu, Oreste Dorin; Gallo, Kevin T.; David, Paul C.; Calkins, Matthew W.

A multiple-level graphics processing system and method (e.g., of an operating system) for providing improved graphics output including, for example, smooth animation. One such multiple-level graphics processing system comprises two components, including a tick-on-demand or slow-tick high-level component, and a fast-tick (e.g., at the graphics hardware frame refresh rate) low-level component. In general, the high-level, less frequent component performs computationally intensive aspects of updating animation parameters and traversing scene data structures, in order to pass simplified data structures to the low-level component. The low-level component operates at a higher frequency, such as the frame refresh rate of the graphics subsystem, to process the data structures into constant output data for the graphics subsystem. The low-level processing includes interpolating any parameter intervals as necessary to obtain instantaneous values to render the scene for each frame of animation.

93 Multiple-level graphics processing system and method EP02023045.4 2002-10-16 EP1304656A2 2003-04-23 Beda, Joseph S.; Swedberg, Gregory D.; Ungureanu, Oreste Dorin; Gallo, Kevin T.; David, Paul C.; Calkins, Matthew W.

A multiple-level graphics processing system and method (e.g., of an operating system) for providing improved graphics output including, for example, smooth animation. One such multiple-level graphics processing system comprises two components, including a tick-on-demand or slow-tick high-level component, and a fast-tick (e.g., at the graphics hardware frame refresh rate) low-level component. In general, the high-level, less frequent component performs computationally intensive aspects of updating animation parameters and traversing scene data structures, in order to pass simplified data structures to the low-level component. The low-level component operates at a higher frequency, such as the frame refresh rate of the graphics subsystem, to process the data structures into constant output data for the graphics subsystem. The low-level processing includes interpolating any parameter intervals as necessary to obtain instantaneous values to render the scene for each frame of animation.

94 CREATING AND EXECUTING ANIMATION BEHAVIOR FOR GUI PCT/US0315988 2003-05-15 WO2004104938A8 2005-08-18 CALKINS MATT; BEDA JOSEPH STEPHEN III; GALLO KEVIN; WONG GILMAN K; BLANCO LEONARDO ESTEBAN
A graphical display animation system (100) is disclosed that supports timed modification of element property values of elements within a graphical display. The animation system utilizes a display structure for maintaining a set of elements (202) corresponding to displayed objects within a graphically displayed scene. The elements include a variable property value. The animation system also utilizes a property system that maintains properties associated with elements maintained by the display structure. The properties include dynamic properties (410) that are capable of changing over time and thus affecting the appearance of the corresponding element on a graphical display. The animation system includes animation classes (222), from which animation objects are instantiated and associated with an element property at runtime. The animation object instances provide time varying values affecting values assigned to the dynamic properties maintained by the property system.
95 Co-registration - simultaneous alignment and modeling of articulated 3D shapes US15932370 2018-02-16 US20180247444A1 2018-08-30 Michael Black; David L. Hirshberg; Matthew Loper; Eric Rachlin; Alex Weiss
Present application refers to a method, a model generation unit and a computer program (product) for generating trained models (M) of moving persons, based on physically measured person scan data (S). The approach is based on a common template (T) for the respective person and on the measured person scan data (S) in different shapes and different poses. Scan data are measured with a 3D laser scanner. A generic personal model is used for co-registering a set of person scan data (S) aligning the template (T) to the set of person scans (S) while simultaneously training the generic personal model to become a trained person model (M) by constraining the generic person model to be scan-specific, person-specific and pose-specific and providing the trained model (M), based on the co-registering of the measured object scan data (S).
96 METHOD FOR SHARING EMOTIONS THROUGH THE CREATION OF THREE-DIMENSIONAL AVATARS AND THEIR INTERACTION US15853488 2017-12-22 US20180189998A1 2018-07-05 Massimiliano Tarquini; Olivier C. De Keyser; Allessandro Ligi
A two-dimensional image is transformed into at least one portion of a human or animal body into a three-dimensional model. An image is acquired that includes the at least one portion of the human or animal body. An identification is made of the at least one portion within the image. Searches are made for features indicative of the at least one portion of the human or animal body within the at least one portion. One or more identifications are made of a set of landmarks corresponding to the features. An alignment is a deformable mask including the set of landmarks. The deformable mask includes a number of meshes corresponding to the at least one portion of the human or animal body. The 3D model is animated by dividing it into concentric rings, quasi rings and applying different degrees of rotation to each ring.
97 Computerized motion architecture US14948146 2015-11-20 US10013789B2 2018-07-03 Jeffrey David Verkoeyen; Randall Li
A computing system is presented including a processor and non-transient memory which includes instructions to execute a method including receiving a motion instruction message which includes graphical objects to be modified and instructions to be assigned to each of the graphical objects to be modified, where an instruction includes a property to be applied to a graphical object. The method also includes identifying actors to be assigned to each of the graphical objects based on the instructions assigned to each of the graphical objects, where an actor is a non-graphical object capable of executing one or more instructions. The method also includes generating the actors for each of the graphical objects, executing the instructions assigned to each of the graphical objects via the actors, and outputting the modified graphical objects for display.
98 Co-registration—simultaneous alignment and modeling of articulated 3D shapes US14433178 2012-12-14 US09898848B2 2018-02-20 Michael Black; David L. Hirshberg; Matthew Loper; Eric Rachlin; Alex Weiss
Present application refers to a method, a model generation unit and a computer program (product) for generating trained models (M) of moving persons, based on physically measured person scan data (S). The approach is based on a common template (T) for the respective person and on the measured person scan data (S) in different shapes and different poses. Scan data are measured with a 3D laser scanner. A generic personal model is used for co-registering a set of person scan data (S) aligning the template (T) to the set of person scans (S) while simultaneously training the generic personal model to become a trained person model (M) by constraining the generic person model to be scan-specific, person-specific and pose-specific and providing the trained model (M), based on the co registering of the measured object scan data (S).
99 SYSTEM FOR PARAMETRIC GENERATION OF CUSTOM SCALABLE ANIMATED CHARACTERS ON THE WEB US15724594 2017-10-04 US20180025471A1 2018-01-25 Asa Jonas Ivry Block; Suzanne Chambers; George Michael Brower; Igor Clark; Richard The
A graphic character object temporary storage stores parameters of a character and associated default values in a hierarchical data structure and one or more animation object data represented in a hierarchical data structure, the one or more animation object data having an associated animation, the graphic character object temporary storage and the animation object data being part of a local memory of a computer system. A method includes receiving a vector graphic object having character part objects which are represented as geometric shapes, displaying a two dimensional character, changing the scale of a part of the displayed two dimensional character, and storing an adjusted parameter in the graphic character object temporary storage as a percentage change from the default value, displaying a customized two dimensional character, applying keyframe data in an associated animation object data to the character parts objects, and displaying an animation according to the keyframe data.
100 Method for sharing emotions through the creation of three dimensional avatars and their interaction US14456759 2014-08-11 US09870636B2 2018-01-16 Massimiliano Tarquini; Olivier Chandra De Keyser; Allessandro Ligi
A two-dimensional image is transformed into at least one portion of a human or animal body into a three-dimensional model. An image is acquired that includes the at least one portion of the human or animal body. An identification is made of the at least one portion within the image. Searches are made for features indicative of the at least one portion of the human or animal body within the at least one portion. One or more identifications are made of a set of landmarks corresponding to the features. An alignment is a deformable mask including the set of landmarks. The deformable mask includes a number of meshes corresponding to the at least one portion of the human or animal body. The 3D model is animated by dividing it into concentric rings, quasi rings and applying different degrees of rotation to each ring.
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