Patents by Inventor Claude Comair

Claude Comair has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 6716103
    Abstract: A pager cartridge for use with a game machine having a game program executing processing system including a microprocessor to execute a video game program and player controls operable by a player to generate video game control signals. The pager cartridge includes radio circuitry configured to receive messages containing video game program instructions transmitted via a paging a paging system and a connector that, in use, electrically connects the pager cartridge to the game machine.
    Type: Grant
    Filed: September 11, 2000
    Date of Patent: April 6, 2004
    Assignee: Nintendo Co., Ltd.
    Inventors: Charles P. Eck, Hiroshi Kamada, Claude Comair
  • Publication number: 20030189576
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Application
    Filed: April 8, 2002
    Publication date: October 9, 2003
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Claude Comair, Sun Tjen Fam, Prasanna Ghali, Xin Li
  • Patent number: 6628286
    Abstract: Transformation matrices describing the motion of an articulated reference object specify translations of the reference object and/or its articulated parts, and are relative to the origin of the object's coordinate system. During the real-time animation process, a connection matrix is saved to represent the current transformation status of the animated object. This connection matrix being obtained by continuously concatenating an external transformation (if any) with the next animation step. This process allows efficient insertion of external transformations (e.g., resulting from operating real-time interactive user controls). Use of absolute transformations to develop the connection matrix allows a first animation sequence to be interrupted at any arbitrary point and immediately, smoothly followed by a second animation sequence (e.g., walking can be interrupted at any time and turned into running, jumping, etc.).
    Type: Grant
    Filed: October 8, 1999
    Date of Patent: September 30, 2003
    Assignee: Nintendo Software Technology Corporation
    Inventors: Claude Comair, Prasanna Ghali, Samir Abou Samra, Sun Tjen Fam, Xin Li
  • Patent number: 6591019
    Abstract: Compressing and decompressing techniques for transformation matrices 3D computer graphics systems use to animate objects achieve high compression ratios by taking advantage of common characteristics of homogenous 3D transformation matrices. The techniques use a bitmap to encode information on locations of ones and zeros of the matrix—bypassing the penchant of compilers to represent such information as high-precision numbers. Since most video game processors and display hardware are constrained by their resolutions and since an original transformation matrix often stores data that is more accurate than necessary, the techniques convert some real numbers in the matrix (e.g., those within the range of −1 and 1) into integers by scaling them by a constant. The resulting compressed matrices occupy much less storage space than their non-compressed counterparts, and can be efficiently decompressed in real time for use in interactive real time 3D animations.
    Type: Grant
    Filed: January 28, 2000
    Date of Patent: July 8, 2003
    Assignee: Nintendo Co., Ltd.
    Inventors: Claude Comair, Xin Li, Samir Abou-Samra, Robert Champagne, Sun Tjen Fam, Prasanna Ghali, Jun Pan
  • Publication number: 20030090484
    Abstract: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
    Type: Application
    Filed: November 13, 2002
    Publication date: May 15, 2003
    Inventors: Claude Comair, Sun Fam, Prasanna Ghali
  • Patent number: 6563503
    Abstract: Generic, abstract, encapsulated, expandable and maintainable techniques for modeling and animating computer graphics display objects can be used in a variety of different computer applications and platforms including, for example, video games developed for inexpensive home 3D video game platforms. An abstract simulation entity definition for use in real time computer simulation and animation encapsulates both the physical and behavioral characteristics of a display object. The simulation entity provides a unique “genetic plan” containing abstract attributes that may be shared among objects. Each simulation entity has the knowledge or know-how of common operations, and the ability to communicate with other simulation entities.
    Type: Grant
    Filed: August 25, 1999
    Date of Patent: May 13, 2003
    Assignee: Nintendo Co., Ltd.
    Inventors: Claude Comair, Prasanna Ghali, Samir A. Samra, Sun T. Fam, Xin Li
  • Publication number: 20030045355
    Abstract: Pictorial characters are used to replace one or more words or even one or more full sentences of a message for communication to one or more people. In the context of an electronic communication device, a person (“sending party”) can use pictorial characters to “encode” words or sentences of a message to be sent to another person (“receiving party”). The receiving party, upon receiving the message, decodes the coded message and, if appropriate or desired, replies to the message. The communication devices used by the sending and receiving parties can be provided with various pictorial character-related features. For example, the communication devices may be provided with processing circuitry that conditions the use of a particular pictorial character for sending messages upon prior entry of a valid authorization (unlocking) code for that character.
    Type: Application
    Filed: April 9, 2002
    Publication date: March 6, 2003
    Inventor: Claude Comair
  • Publication number: 20030045956
    Abstract: In the context of a video game, multimedia presentation or other application, multiple sound sample files are read out simultaneously and mixed together. The volumes and/or pitches of the wave tables are parameterized to allow a single parameter (e.g., power, intensity, etc.) to simultaneously control the multiple read out processes. The control parameter may be, for example, responsive to a user-manipulable control, such as a joystick. Sound effects produced using this technique are rich and interesting, and the user feels as if he or she is directly controlling the effect.
    Type: Application
    Filed: May 15, 2002
    Publication date: March 6, 2003
    Inventors: Claude Comair, Rory Johnston, Lawrence Schwedler, James Phillipsen
  • Publication number: 20030037664
    Abstract: An interactive dynamic musical composition real time music presentation video game system uses individually composed musical compositions stored as building blocks. The building blocks are structured as nodes of a sequential state machine. Transitions between states are defined based on exit point of current state and entrance point into the new state. Game-related parameters can trigger transition from one compositional building block to another. For example, an interactivity variable can keep track of the current state of the video game or some aspect of it. In one example, an adrenaline counter gauging excitement based on the number of game objectives that have been accomplished can be used to control transitions between more relaxed musical states to more exciting and energetic musical states. Transitions can be handled by cross-fading between one music compositional component to another, or by providing transitional compositions.
    Type: Application
    Filed: May 14, 2002
    Publication date: February 27, 2003
    Applicant: Nintendo Co., Ltd.
    Inventors: Claude Comair, Rory Johnston, Lawrence Schwedler, James Phillipsen
  • Patent number: 6416410
    Abstract: Loss-less data compression/decompression especially useful in a limited resource environment such as a handheld portable video game system allows graphics and/or attribute data to be efficiently and quickly decompressed on an as-needed basis in real time response to interactive user inputs. A two-level run-length-encoding is used to encode redundant patterns and redundant symbols. A common sentinel field format encodes whether data following the field is non-redundant data, a symbol run, or a pattern run. Compression ratios of 60% for representative symbol-mapped video display graphics/attribute files can be achieved.
    Type: Grant
    Filed: December 3, 1999
    Date of Patent: July 9, 2002
    Assignee: Nintendo Co., Ltd.
    Inventors: Samir Abou-Samra, Claude Comair, Robert Champagne, Sun Tjen Fam, Prasanna Ghali, Stephen Lee, Jun Pan, Xin Li
  • Patent number: 6373462
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Grant
    Filed: December 7, 1999
    Date of Patent: April 16, 2002
    Assignee: Nintendo Co., Ltd.
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Claude Comair, Sun Tjen Fam, Prasanna Ghali, Xin Li
  • Patent number: 6369827
    Abstract: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).
    Type: Grant
    Filed: August 4, 2000
    Date of Patent: April 9, 2002
    Assignee: Nintendo Co., Ltd.
    Inventors: Jun Pan, Samir Abou-Samra, Robert Champagne, Prasanna Ghali, Xin Li, Claude Comair, Sun Tjen Fam