Systems, methods, and devices for creating a spline-based video animation sequence
AssigneeSony Interactive Entertainment Inc.
InventorsXun Zhang, David Scott Lee Swenson
Life of this patent
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Abstract
A spline-based animation process creates an animation sequence. The process receives a plurality of frames that illustrate a figure based on a design template (e.g., which includes a skeleton having segments). The process further identifies a spine segment, generates hip, shoulder, and head segments at respective positions relative to the spine segment, identifies limb and facial feature segments, and converts the segments into respective splines bound between endpoints. The process further determines changes between frames for respective splines and animates movement of the figure over a sequence of frames based on the changes.
Claims19
A method for creating an animation sequence during gameplay, the method comprising:
- receiving gameplay data that includes a plurality of frames that illustrate a figure within a game environment, the figure corresponding to a design template of a skeleton having a plurality of segments;
- determining respective endpoints for one or more of the segments of the skeleton based on pixels associated with each of the segment;
- converting at least one of the segments into one or more splines having fixed knot counts that define a shape and bound between the respective endpoints;
- determining one or more changes between the frames for at least one of the splines, wherein the determined changes correspond to one or more parameters of the figure within the game environment;
- and
- animating movement of the figure within the game environment, wherein the movement is animated over a sequence of frames based on the determined changes for the at least one spline in the game environment.
A system for creating an animation sequence during gameplay, the system comprising:
- a network interface to communicate in a communication network;
- a processor coupled to the network interface;
- and
- a memory configured to store instructions executable by the processor, the instructions, when executed, are operable to:
- receive gameplay data that includes a plurality of frames that illustrate a figure within a game environment, the figure corresponding to a design template of a skeleton having a plurality of segments;
- determine respective endpoints for one or more of the segments of the skeleton based on pixels associated with each of the segment;
- convert at least one of the segments into one or more splines having fixed knot counts that define a shape and bound between the respective endpoints;
- determine one or more changes between the frames for at least one of the splines, wherein the determined changes correspond to one or more parameters of the figure within the game environment;
- and
- animate movement of the figure within the game environment, wherein the movement is animated over a sequence of frames based on the determined changes for the at least one spline in the game environment.
A non-transitory computer-readable storage medium having embodied thereon a program, the program being executable by a processor to perform a method for creating an animation sequence during gameplay, the method comprising:
- receiving gameplay data that includes a plurality of frames that illustrate a figure within a game environment, the figure corresponding to a design template of a skeleton having a plurality of segments;
- determining respective endpoints for one or more of the segments of the skeleton based on pixels associated with each of the segment;
- converting at least one of the segments into one or more splines having fixed knot counts that define a shape and bound between the respective endpoints;
- determining one or more changes between the frames for at least one of the splines, wherein the determined changes correspond to one or more parameters of the figure within the game environment;
- and
- animating movement of the figure within the game environment, wherein the movement is animated over a sequence of frames based on the determined changes for the at least one spline in the game environment.
Dependencies are inferred from the claim text.