Back to results
US 8,228,336 B1Granted
Integrating a motion synthesis system into a video game system
AssigneeLucasfilm Entertainment Company Ltd.
InventorSteven B. Dykes
Life of this patent
Estimating the term…
Abstract
The present disclosure includes, among other things, systems, methods and program products for integrating a motion synthesis system into a video game system.
Claims12
A computer-implemented method comprising:
- identifying a computer-generated character comprising one or more parts that are interpenetrating in a real-time game environment, where the computer-generated character is represented by a hierarchical tree structure of parts and a root of the tree is a central part and leaves of the tree are extremity parts, where said identifying the computer-generated character comprising the one or more parts that are interpenetrating in the real-time game environment comprises:
- detecting two parts of the computer-generated character that are separated by a distance that exceeds a constraint threshold;
- and
- raycasting between the two parts and determining whether an object is between them;
- disabling from collisions the parts of the computer-generated character that are interpenetrating and the parts further from the root of the tree than the interpenetrating parts in the hierarchical tree structure;
- procedurally animating the computer-generated character using a motion synthesis system and a physics engine for a pre-determined amount of simulated time;
- and
- re-enabling collisions of the disabled parts.
5 more elements
A program product encoded on a non-transitory computer-readable medium, the program product including instructions that, when executed by data processing apparatus, cause the data processing apparatus to perform operations comprising:
- identifying a computer-generated character comprising one or more parts that are interpenetrating in a real-time game environment, where the computer-generated character is represented by a hierarchical tree structure of parts and a root of the tree is a central part and leaves of the tree are extremity parts, where the operation of identifying the computer-generated character comprising the one or more parts that are interpenetrating in the real-time game environment comprises:
- detecting two parts of the computer-generated character that are separated by a distance that exceeds a constraint threshold;
- and
- raycasting between the two parts and determining whether an object is between them;
- disabling from collisions the parts of the computer-generated character that are interpenetrating and the parts further from the root of the tree than the interpenetrating parts in the hierarchical tree structure;
- procedurally animating the computer-generated character using a motion synthesis system and a physics engine for a pre-determined amount of simulated time;
- and
- re-enabling collisions of the disabled parts.
5 more elements
A system comprising:
- a display device;
- machine-readable storage device including a program product;
- and
- one or more processors operable to execute the program product, interact with the display device, and perform operations comprising:
- identifying a computer-generated character comprising one or more parts that are interpenetrating in a real-time game environment, where the character is represented by a hierarchical tree structure of parts and the root of the tree is a central part and the leaves of the tree are extremity parts, where the operation of identifying the computer-generated character comprising the one or more parts that are interpenetrating in the real-time game environment comprises:
- detecting two parts of the computer-generated character that are separated by a distance that exceeds a constraint threshold;
- and
- raycasting between the two parts and determining whether an object is between them;
- disabling from collisions the parts of the computer-generated character that are interpenetrating and the parts further from the root of the tree than the interpenetrating parts in the hierarchical tree structure;
- procedurally animating the computer-generated character using a motion synthesis system and a physics engine for a pre-determined amount of simulated time and
- re-enabling collisions of the disabled parts.
8 more elements
Dependencies are inferred from the claim text.