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    • 13. 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。