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    • 82. 发明授权
    • Chaining animations
    • 链接动画
    • US08988437B2
    • 2015-03-24
    • US12408141
    • 2009-03-20
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson Snook
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson Snook
    • G06T13/00
    • G06T13/80G06K9/00342G06T13/00
    • In applications that display a representation of a user, it may be reasonable to insert a pre-canned animation rather than animating a user's captured motion. For example, in a tennis swing, the ball toss and take back in a serve could be a pre-canned animation, whereas the actual forward swing may be mapped from the user's gestures. An animation of a user's gestures can be chained together into sequences with pre-canned animations, where animation blending techniques can provide for a smoother transition between the animation types. Techniques for blending animations, that may comprise determining boundaries and transition points between pre-canned animations and animations based on captured motion, may improve animation efficiency. Gesture history, including joint position, velocity, and acceleration, can be used to determine user intent, seed parameters for subsequent animations and game control, and determine the subsequent gestures to initiate.
    • 在显示用户表示的应用程序中,插入预先准备的动画可能是合理的,而不是动画化用户的捕获动作。 例如,在网球摆动中,球投掷并收回服务可以是预先制作的动画,而实际的向前摆动可以从用户的手势映射。 用户的手势的动画可以一起链接到具有预先固定动画的序列中,其中动画混合技术可以提供动画类型之间更平滑的转换。 用于混合动画的技术,其可以包括基于捕获的运动来确定预先确定的动画和动画之间的边界和转换点,可以提高动画效率。 手势历史,包括联合位置,速度和加速度,可用于确定用户意图,后续动画和游戏控制的种子参数,并确定随后的手势启动。
    • 84. 发明申请
    • MATCHING USERS OVER A NETWORK
    • 匹配网络用户
    • US20130007013A1
    • 2013-01-03
    • US13174244
    • 2011-06-30
    • Kevin GeisnerRelja MarkovicStephen Latta
    • Kevin GeisnerRelja MarkovicStephen Latta
    • G06F17/30
    • A63F13/795A63F13/12A63F13/798A63F13/812A63F2300/556A63F2300/5566A63F2300/558A63F2300/8011
    • Various embodiments are disclosed that relate to negatively matching users over a network. For example, one disclosed embodiment provides a method including storing a plurality of user profiles corresponding to a plurality of users, each user profile in the plurality of user profiles including one or more user attributes, and receiving a request from a user for a list of one or more suggested negatively matched other users. In response to the request, the method further includes ranking each of a plurality of other users based on a magnitude of a difference between one or more user attributes of the user and corresponding one or more user attributes of the other user, and sending a list of one or more negatively matched users to the exclusion of more positively matched users based on the ranking.
    • 公开了涉及通过网络负面匹配用户的各种实施例。 例如,一个公开的实施例提供了一种方法,包括存储与多个用户对应的多个用户简档,多个用户简档中的每个用户简档包括一个或多个用户属性,以及从用户接收用于列表的列表的请求 一个或多个建议负面匹配的其他用户。 响应于该请求,该方法还包括基于用户的一个或多个用户属性与对应的一个或多个用户属性之间的差异的大小来排列多个其他用户中的每一个,并且发送列表 的一个或多个负面匹配的用户,以排除基于排名的更积极匹配的用户。
    • 87. 发明申请
    • SHOW BODY POSITION
    • 显示身体位置
    • US20110035666A1
    • 2011-02-10
    • US12913345
    • 2010-10-27
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • G06F3/048G06F3/01
    • G06F3/017G06F3/011G06K9/00342
    • A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
    • 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
    • 88. 发明申请
    • SHOW BODY POSITION
    • 显示身体位置
    • US20100281432A1
    • 2010-11-04
    • US12434545
    • 2009-05-01
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • G06F3/033G06F3/048
    • G06F3/017G06F3/011G06K9/00342
    • A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
    • 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
    • 89. 发明申请
    • CHAINING ANIMATIONS
    • 链接动画
    • US20100238182A1
    • 2010-09-23
    • US12408141
    • 2009-03-20
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson Snook
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson Snook
    • G06T13/00
    • G06T13/80G06K9/00342G06T13/00
    • In applications that display a representation of a user, it may be reasonable to insert a pre-canned animation rather than animating a user's captured motion. For example, in a tennis swing, the ball toss and take back in a serve could be a pre-canned animation, whereas the actual forward swing may be mapped from the user's gestures. An animation of a user's gestures can be chained together into sequences with pre-canned animations, where animation blending techniques can provide for a smoother transition between the animation types. Techniques for blending animations, that may comprise determining boundaries and transition points between pre-canned animations and animations based on captured motion, may improve animation efficiency. Gesture history, including joint position, velocity, and acceleration, can be used to determine user intent, seed parameters for subsequent animations and game control, and determine the subsequent gestures to initiate.
    • 在显示用户表示的应用程序中,插入预先准备的动画可能是合理的,而不是动画化用户的捕获动作。 例如,在网球摆动中,球投掷并收回服务可以是预先制作的动画,而实际的向前摆动可以从用户的手势映射。 用户的手势的动画可以一起链接到具有预先固定动画的序列中,其中动画混合技术可以提供动画类型之间更平滑的转换。 用于混合动画的技术,其可以包括基于捕获的运动来确定预先确定的动画和动画之间的边界和转换点,可以提高动画效率。 手势历史,包括联合位置,速度和加速度,可用于确定用户意图,后续动画和游戏控制的种子参数,并确定随后的手势启动。
    • 90. 发明授权
    • Fast variable validation for state management of a graphics pipeline
    • 快速变量验证图形管道的状态管理
    • US08954947B2
    • 2015-02-10
    • US11478285
    • 2006-06-29
    • Relja MarkovicRamanujan SrinivasanSamuel Glassenberg
    • Relja MarkovicRamanujan SrinivasanSamuel Glassenberg
    • G06F9/44G06F9/445G06T15/00
    • G06F9/44521G06F9/4491G06T15/005
    • In a state management system of an effects system implemented in a Graphics Processing Unit (GPU), techniques and technologies are provided for setting a value to particular variables at application run-time without validating the variables. For example, a compiled effects file comprising a number of variables can be loaded at application load time, and a generic, variable interface pointer for a particular variable of the effects file can be retrieved. A specialized variable interface pointer can then be generated which is associated with the particular variable by specifying a desired type of access that will be performed on the particular variable. At application run-time, the specialized variable interface can be used to set a value to each of the particular variables without validating the particular variables at application run-time.
    • 在图形处理单元(GPU)中实现的效果系统的状态管理系统中,提供了在应用程序运行时将值设置为特定变量而不验证变量的技术和技术。 例如,可以在应用加载时加载包含多个变量的编译效果文件,并且可以检索用于特定文件的特定变量的通用的可变接口指针。 然后可以通过指定将对特定变量执行的期望类型的访问来生成与特定变量相关联的专用变量接口指针。 在应用程序运行时,可以使用专用变量接口为每个特定变量设置一个值,而不在应用程序运行时验证特定变量。