Patents by Inventor Robert Lanciault

Robert Lanciault 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: 10083536
    Abstract: A system is discussed herein that that stretches or squashes the target body parts based on a relative size difference between a source and the target. The angular configuration of the source is matched exactly in the destination. The system allows a squash or stretch of a part to be determined from a goal determined by the source actor.
    Type: Grant
    Filed: January 12, 2007
    Date of Patent: September 25, 2018
    Assignee: AUTODESK, INC.
    Inventors: Pierre-Paul Giroux, Robert Lanciault
  • Patent number: 9147277
    Abstract: One embodiment of the present invention sets forth a technique for transporting both behavior and related geometric information for an animation asset between different animation environments. A common virtual machine specification with a specific instruction set architecture is defined for executing behavioral traits of the animation asset. Each target animation environment implements the instruction set architecture. Because each virtual machine runtime engine implements an identical instruction set architecture, animation behavior can identically reproduced over any arbitrary platform implementing the virtual machine runtime engine. Embodiments of the present invention beneficially enable reuse of animation assets without compatibility restrictions related to platform or application differences.
    Type: Grant
    Filed: October 28, 2010
    Date of Patent: September 29, 2015
    Assignee: AUTODESK, INC.
    Inventors: Robert Lanciault, Simon Ouellet, Sonny Myette
  • Patent number: 8933940
    Abstract: There is described a method for applying a control rig to an animation of a character, the method comprising: receiving a state change for the character being in a first state; determining a second state for the character using the state change; retrieving an animation clip and a control rig both corresponding to the second state, the animation clip comprising a plurality of poses for the character each defining a configuration for a body of the character, the control rig being specific to the second state and corresponding to at least one constraint to be applied on the body of the character; applying the control rig to the animation clip, thereby obtaining a rigged animation clip; and outputting the rigged animation clip.
    Type: Grant
    Filed: March 7, 2012
    Date of Patent: January 13, 2015
    Assignee: Unity Technologies Canada Company
    Inventors: Robert Lanciault, Pierre-Paul Giroux, Sonny Myette
  • Patent number: 8743126
    Abstract: One embodiment of the present invention sets forth a technique for transporting both behavior and related geometric information for an animation asset between different animation environments. A common virtual machine specification with a specific instruction set architecture is defined for executing behavioral traits of the animation asset. Each target animation environment implements the instruction set architecture. Because each virtual machine runtime engine implements an identical instruction set architecture, animation behavior can identically reproduced over any arbitrary platform implementing the virtual machine runtime engine. Embodiments of the present invention beneficially enable reuse of animation assets without compatibility restrictions related to platform or application differences.
    Type: Grant
    Filed: October 28, 2010
    Date of Patent: June 3, 2014
    Assignee: AUTODESK, Inc.
    Inventors: Robert Lanciault, Simon Ouellet, Sonny Myette
  • Publication number: 20130235046
    Abstract: There is described a method for applying a control rig to an animation of a character, the method comprising: receiving a state change for the character being in a first state; determining a second state for the character using the state change; retrieving an animation clip and a control rig both corresponding to the second state, the animation clip comprising a plurality of poses for the character each defining a configuration for a body of the character, the control rig being specific to the second state and corresponding to at least one constraint to be applied on the body of the character; applying the control rig to the animation clip, thereby obtaining a rigged animation clip; and outputting the rigged animation clip.
    Type: Application
    Filed: March 7, 2012
    Publication date: September 12, 2013
    Applicant: UNITY TECHNOLOGIES CANADA INC.
    Inventors: Robert LANCIAULT, Pierre-Paul Giroux, Sonny Myette
  • Publication number: 20110098113
    Abstract: One embodiment of the present invention sets forth a technique for transporting both behavior and related geometric information for an animation asset between different animation environments. A common virtual machine specification with a specific instruction set architecture is defined for executing behavioral traits of the animation asset. Each target animation environment implements the instruction set architecture. Because each virtual machine runtime engine implements an identical instruction set architecture, animation behavior can identically reproduced over any arbitrary platform implementing the virtual machine runtime engine. Embodiments of the present invention beneficially enable reuse of animation assets without compatibility restrictions related to platform or application differences.
    Type: Application
    Filed: October 28, 2010
    Publication date: April 28, 2011
    Inventors: Robert Lanciault, Simon Ouellet, Sonny Myette
  • Publication number: 20110096078
    Abstract: One embodiment of the present invention sets forth a technique for transporting both behavior and related geometric information for an animation asset between different animation environments. A common virtual machine specification with a specific instruction set architecture is defined for executing behavioral traits of the animation asset. Each target animation environment implements the instruction set architecture. Because each virtual machine runtime engine implements an identical instruction set architecture, animation behavior can identically reproduced over any arbitrary platform implementing the virtual machine runtime engine. Embodiments of the present invention beneficially enable reuse of animation assets without compatibility restrictions related to platform or application differences.
    Type: Application
    Filed: October 28, 2010
    Publication date: April 28, 2011
    Inventors: Robert Lanciault, Simon Ouellet, Sonny Myette
  • Publication number: 20080170076
    Abstract: A system is discussed herein that that stretches or squashes the target body parts based on a relative size difference between a source and the target. The angular configuration of the source is matched exactly in the destination. The system allows a squash or stretch of a part to be determined from a goal determined by the source actor.
    Type: Application
    Filed: January 12, 2007
    Publication date: July 17, 2008
    Applicant: Autodesk, Inc.
    Inventors: Pierre-Paul GIROUX, Robert Lanciault
  • Patent number: 6798416
    Abstract: Animation data is produced in a data processing system that has storage, a processor, a visual display (102) and a manual input device (103). A simulated three-dimensional world-space is displayed to a user and an animatable actor is displayed in the world-space. First input data is received from a user specifying a desired location and orientation of the actor to which the actor is to animate towards from a starting location. The processor is instructed to generate first animation data using a first processing technique possibly using a forward kinematic solver. The processor is instructed to generate second animation data using a second processing technique, in response to the same input data, possibly using an inverse kinematic solver. Second input data defines a blend parameter for blending between the first animation data and the second animation data.
    Type: Grant
    Filed: July 17, 2002
    Date of Patent: September 28, 2004
    Assignee: Kaydara, Inc.
    Inventor: Robert Lanciault
  • Publication number: 20040012594
    Abstract: An apparatus and method are provided for generating animation data, including storage means comprising at least one character defined as a hierarchy of parent and children nodes and animation data defined as the position in three-dimensions of said nodes over a period of time, memory means comprising animation instructions, wherein said processing means are configured by said animation instructions to perform the steps of animating said character with first animation data; selecting nodes within said first animation data when receiving user input specifying second animation data in real-time; respectively matching said nodes with corresponding nodes within said second animation data; respectively interpolating between said nodes and said matching nodes; and animating said character with second animation data having blended a portion of said first animation data with said second animation data.
    Type: Application
    Filed: December 6, 2002
    Publication date: January 22, 2004
    Inventors: Andre Gauthier, Robert Lanciault
  • Publication number: 20040012592
    Abstract: Animation data is produced in a data processing system that has storage, a processor, a visual display (102) and a manual input device (103). A simulated three-dimensional world-space is displayed to a user and an animatable actor is displayed in the world-space. First input data is received from a user specifying a desired location and orientation of the actor to which the actor is to animate towards from a starting location. The processor is instructed to generate first animation data using a first processing technique possibly using a forward kinematic solver. The processor is instructed to generate second animation data using a second processing technique, in response to the same input data, possibly using an inverse kinematic solver. Second input data defines a blend parameter for blending between the first animation data and the second animation data.
    Type: Application
    Filed: July 17, 2002
    Publication date: January 22, 2004
    Inventor: Robert Lanciault
  • Publication number: 20040012593
    Abstract: Animation data is produced in a data processing system having storage, a processing unit, a visual display unit (202) and input devices (203, 204). A simulated three-dimensional world-space is displayed to a user and an animatable actor is displayed in the world-space. Specifying input data is received from a user specifying desired locations and desired orientations of the actor in the world-space at selected positions along the time-line. First animation data is generated, preferably by a process of inverse kinematics. Animation of the actor is displayed in response to the generated first animation data. Parametric constraining data is received that selects an animation parametric constraint, such as the extent to which an actor's feet may slip. Defining data is received defining different values of parametric constrain at different identified positions along the time-line. The processor generates new constrained animation data in response to the defined values.
    Type: Application
    Filed: July 17, 2002
    Publication date: January 22, 2004
    Inventor: Robert Lanciault
  • Patent number: 6522332
    Abstract: Action data for the animation of characters is generated in a computer animation system. Body part positions for a selected character are positioned in response to body part positions captured from performance data. The positions and orientations of body parts are identified for a generic actor in response to a performance in combination with a bio-mechanical model. As a separate stage of processing, positions and orientations of body parts for a character are identified in response to the position and orientation of body parts for the generic actor in combination with a bio-mechanical model. Registration data for the performance associates body parts of the performance and body parts of the generic actor. Similar registration data for the character associates body parts in the generic actor with body parts of the character.
    Type: Grant
    Filed: July 26, 2000
    Date of Patent: February 18, 2003
    Assignee: Kaydara, Inc.
    Inventors: Robert Lanciault, Andre Gauthier
  • Publication number: 20020118194
    Abstract: A method and apparatus are provided for generating animation data, comprising the steps of displaying a character (502) that can be animated; triggering (605) the reading of input animation sequences (305) in response to manual operation of manually controllable input means (108, 109, 110); animating (606) said character (502) in response to said input animation sequences (305); and storing (608) said triggered animation sequence (907) in storage means as an output animation sequence (401).
    Type: Application
    Filed: February 27, 2001
    Publication date: August 29, 2002
    Inventors: Robert Lanciault, Michel Besner