Abstract: According to one embodiment, a method includes identifying a scene to be rendered, creating a plurality of light scattering tables within the scene, performing a computation of light extinction and light in-scattering within participating media of the scene, utilizing the plurality of light scattering tables, and during a ray tracing of the scene, approximating spatially heterogeneous media of the scene as spatially homogeneous media of the scene by performing a volume intersection for each light ray associated with the spatially heterogeneous media of the scene to determine a homogeneous scattering coefficient for the light ray, and applying to the spatially heterogeneous media of the scene one of the plurality of light scattering tables, where each of the plurality of light scattering tables corresponds to a single homogeneous scattering coefficient.
Abstract: Play of a videogame may be conducted using one or more physical object detection devices as the sole form of game controller(s), or in conjunction with game controllers. Detection of physical objects by the detection devices may be used to determine structures in a virtual world of game play. The detection devices may include radio frequency identification (RFID) readers or voltage or current sensors. The physical objects may include RFID tags or one or more resistors.
Abstract: The present specification describes systems and methods that enable non-players to participate as spectators in online video games and, through a collective voting mechanism, determine the occurrence of certain events or contents of the gameplay in real time. Game event options are generated and presented to non-players. A specific one of the game event options is then selected based on a collective vote of the non-players. Once selected, the specific one or more of the game event options are then generated as actual gaming events and incorporated into a video game stream that is transmitted to the players as part of the gameplay session. In this manner, non-players may be able to directly affect the course of gameplay.
Type:
Grant
Filed:
August 3, 2018
Date of Patent:
March 24, 2020
Assignee:
Activision Publishing, Inc.
Inventors:
Josiah Eatedali, Jon Estanislao, Etienne Pouliot, Dave Bergeron, Maxime Babin, Mario Beckman Notaro
Abstract: The present specification describes systems and methods for automatically animating personalized blendshapes from three dimensional stereo reconstruction data. The disclosed inventions facilitate the animation of blendshapes using an optimization process that applies to a frame a fitting process to yield a set of weighted blendshapes and applies to that frame a temporal smoothing process to yield a another set of weighted blendshapes and repeats that optimization process for a predetermined number of iterations to yield a final set of weighted blendshapes.
Abstract: According to one embodiment, a method includes identifying a scene to be rendered, creating a plurality of light scattering tables within the scene, performing a computation of light extinction and light in-scattering within participating media of the scene, utilizing the plurality of light scattering tables, and during a ray tracing of the scene, determining a homogeneous scattering coefficient for spatially homogeneous media of the scene, and applying to the spatially homogeneous media of the scene one of the plurality of light scattering tables, where each of the plurality of light scattering tables corresponds to a single homogeneous scattering coefficient.
Abstract: The present specification describes systems and methodsfor automatically generating personalized blendshapes from actor performance measurements, while preserving the semantics of a template facial animation rig. The disclosed inventions facilitate the creation of an ensemble of realistic digital double face rigs for each individual with consistent behaviour across the set with sophisticated iterative optimization techniques.
Abstract: A tactile feedback system for use with a virtual reality system comprises a support structure and tactile feedback units coupled to and spaced apart around the support structure. A microcontroller is coupled to the tactile feedback units to independently control their activation. The microcontroller has a communication interface configured to communicate with the virtual reality system to receive control signals for controlling operation of the tactile feedback units. The microcontroller activates the tactile feedback units in response to control signals received from the virtual reality system to indicate aspects of the virtual reality experience. In another aspect, a haptic gun for use with a virtual reality system has tactile feedback units and a linear actuator for simulating a recoil of firing the gun. In another aspect a video game system provides a single game play instance for multiple clients utilizing different game platforms.
Abstract: The invention disclosed herein relates to a video game system comprising a video game console and an object or toy used in connection with the video game console, wherein the object or toy has a rewritable data storage device, and wherein the video game console stores information in the rewritable data storage device in response to game play events occurring in a first gaming session. The stored information is subsequently retrieved by the video game console in a second gaming session, and the retrieved information is used to conduct the game play of the second gaming session.
Type:
Grant
Filed:
October 4, 2017
Date of Patent:
February 18, 2020
Assignee:
Activision Publishing, Inc.
Inventors:
Paul Reiche, Ray West, Robert Leyland, Daniel Neil, Kern Corrigan
Abstract: Computer-implemented methods and systems for simulating a multiplayer game environment to allow players of different skill levels to concurrently play the same level of a gaming session, to encourage and incentivize cooperative team behavior, to match players based on subjective variables, such as likeability and a general fun factor, and to tailor gaming content based on the social group itself.
Type:
Grant
Filed:
September 27, 2017
Date of Patent:
February 18, 2020
Assignee:
Activision Publishing, Inc.
Inventors:
Paul Reiche, III, Robert F. Ford, Adrian M. Ledda, Paul D. Yan, Daniel J. Neil, Michael D. Ebert, Avery Lodato
Abstract: Images of user drawn virtual characters, virtual objects, or virtual scenes may be used in providing display of animations. The animations may be displayed over other images or in a virtual world of video game play.
Abstract: The present specification describes systems and methods for filtering a video game user's match performance data or loadout data through validation mechanisms. For the performance data, the validated, signed performance data are written to a leaderboard service of the video gaming system. For the loadout data, the validated, signed performance loadout data are transmitted back to the client device and used when playing a game. Free computing and/or networking resources of the client game device are used as an intermediate between the client devices, validation services, and/or leaderboard services.
Type:
Grant
Filed:
December 6, 2017
Date of Patent:
January 21, 2020
Assignee:
Activision Publishing, Inc.
Inventors:
Paul R. Haile, Paul Kerby, Calvin A. Lin, John Hamill, Christopher T. Reynolds, Seok Lee
Abstract: The present invention provides methods and system relating to video games with improved social networking features. In some aspects of the invention, the improved social networking features include allowing players to associate their virtual items and/or characters with one or more sponsor players. The association alters the attributes of the virtual items and/or characters.
Abstract: A reactive emitter associated with an object in a video game emits an asset in response to a secondary effect of an activity that occurs in the video game within a vicinity of the object.
Abstract: The present specification describes an assistive tool that facilitates the design of video games to achieve a true randomized, non-biased and neutral gaming environment that is bounded so that extremes of disincentives and excess incentives are avoided. In one embodiment, the tool allows for simulation of game environment and generates variables that enable reward acquisition by players. In one embodiment, the tool allows the game systems to be defined in such a way that an agent, such as an artificial player implemented by a computer program, can interact with the game environment. In one embodiment, the present tool uses generative models driven by data from previous versions of a game to define the behavior of such agents in simulated games.
Type:
Grant
Filed:
May 5, 2017
Date of Patent:
December 10, 2019
Assignee:
Activision Publishing, Inc.
Inventors:
Parker E. Lowery, Christian K. Widmer, Brian S. Feldstein, Stephen A. Lang
Abstract: A videogame may make use of real world imagery for play of a video game utilizing a real world vehicle. Items may be identified in the real world imagery, and the identified items may become gameplay elements.
Abstract: A system and method for providing dynamically variable maps in a video game is disclosed. A map is provided that defines a playable space available to one or more game players in a video game. Gameplay is monitored in real-time for the detection of a trigger event. Upon detection of a trigger event, a map management engine dynamically modifies a configuration of the map to improve the gameplay experience based on the type of trigger event. Dynamic modification of a map may comprise altering one or more of the map boundary, and/or the location, position, size, number, state, etc. of one or more static map objects or dynamic map objects. As a result of the dynamic modification of the map, the map may transform from its initial (or first or beginning) configuration to a modified (or new or second) configuration.
Type:
Grant
Filed:
May 14, 2015
Date of Patent:
November 26, 2019
Assignee:
ACTIVISION PUBLISHING, INC.
Inventors:
Michael D. Marr, Keith S. Kaplan, Nathan T. Lewis
Abstract: A system and method for creating and sharing customized video game weapon configurations in multiplayer video games via one or more social networks is provided.
Abstract: The present specification describes systems and methods for filtering a video game user's match performance data or loadout data through validation mechanisms. For the performance data, the validated, signed performance data are written to a leaderboard service of the video gaming system. For the loadout data, the validated, signed performance loadout data are transmitted back to the client device and used when playing a game. Free computing and/or networking resources of the client game device are used as an intermediate between the client devices, validation services, and/or leaderboard services.
Type:
Grant
Filed:
December 6, 2017
Date of Patent:
November 5, 2019
Assignee:
Activision Publishing, Inc.
Inventors:
Paul R. Haile, Paul Kerby, Calvin A. Lin, John Hamill, Christopher T. Reynolds, Seok Lee
Abstract: The present specification describes systems and methods for efficiently generating scaled down versions of heatmaps that can be presented in real-time to a player. Data representative of events in a video game are recorded at occurring at one or more coordinates within a virtual geographical landscape of the video game. The virtual geographical landscape is divided into subsections to form a secondary map. Performance metrics are generated based on the data and assigned to at least one of the subsections based on the one or more coordinates. The heatmap is formed and displayed by generating a non-alphanumeric visual representation of the performance metrics and overlaying the non-alphanumeric visual representation of the performance metrics on the secondary map. Locations of the non-alphanumeric visual representation of the performance metrics is based on to which subsections the generated performance metrics was assigned.
Abstract: Aspects of the present invention relates to systems and methods of conducting video game play, comprising: displaying a game scene, the game scene including recorded video portions and graphically rendered portions; the recorded video portions comprising a first recorded video track; determining user performance; and, based on the determined user performance, transitioning the first recorded video track to a second recorded video track.