Patents Assigned to Electronic Arts
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Patent number: 12387432Abstract: A body mesh to be collided with a cloth mesh are received, together with collider objects (that correspond to or approximate the body mesh) divided into cells. Polygons of the body mesh are projected onto the surface of the collider objects from a location within the collider object to identify cells of the collider object that overlap the projection of the polygons. A set of cloth features that collide with the collider object are projected onto the surface of the collider object to identify cells onto which the cloth features are projected. For each cell that includes a projection of a cloth feature, collision tests are performed between the cloth feature and the polygons whose projections also overlap the same cell. Using the collider object as an acceleration structure allows for cloth simulation to be performed while reducing collision tests for each cloth feature to a limited number of polygons.Type: GrantFiled: March 31, 2023Date of Patent: August 12, 2025Assignee: Electronic Arts Inc.Inventors: Robin Taillandier, Andrea Ferrario, Simon Gomer, Leo Taslaman, Masatoshi Matsumiya
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Patent number: 12387409Abstract: Systems and methods are provided for technical improvements with respect to generation of facial expressions, facial riggings, and models for characters configured for use in electronic games. The systems and methods may generate a facial animation rig that can be used to generate realistic facial expressions based on analyzing data captured from real-world persons. Advantageously, the system may allow for substantially automated facial rig generation.Type: GrantFiled: October 21, 2022Date of Patent: August 12, 2025Assignee: Electronic Arts Inc.Inventor: Hau Nghiep Phan
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Patent number: 12364929Abstract: Various aspects of the subject technology relate to systems, methods, and machine-readable media for determining player skill for video games. The method includes aggregating a plurality of player statistics for match outcomes from a plurality of video games. The method also includes calculating, for each player in a pool of players, a matchmaking rating for each player based on the plurality of player statistics, the matchmaking rating for each player comprising a predicted number of points each player will contribute to a match. The method also includes selecting, based on the matchmaking rating for each player, players from the pool of players. The method also includes matching the players based on the matchmaking rating for each player, a sum of the matchmaking ratings comprising a total predicted team score for the match.Type: GrantFiled: October 24, 2022Date of Patent: July 22, 2025Assignee: Electronic Arts Inc.Inventor: Chong Zhao
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Patent number: 12367635Abstract: A method of skin microstructure texture filtering for facial animation includes obtaining a plurality of one-dimensional (1D) filtered tiles corresponding to a plurality of filter axis angles and a plurality of filter parameters applied to a neutral tile, and at runtime, for each pixel representing a region of human skin, determining a principal direction of deformation, a principal filter parameter corresponding to the principal direction of deformation, and a secondary filter parameter corresponding to a secondary direction of deformation orthogonal to the principal direction of deformation, and selecting a first 1D filtered tile among the plurality of 1D filtered tiles, the first 1D filter tile corresponding to the secondary direction of deformation and the secondary filter parameter, and generating a respective two-dimensional (2D) filtered tile by convolving the first 1D filtered tile with a second 1D filter kernel corresponding to the principal direction of deformation and the principal filter parameterType: GrantFiled: September 28, 2023Date of Patent: July 22, 2025Assignee: Electronic Arts Inc.Inventor: Chris Lewin
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Publication number: 20250229176Abstract: A gaming system may allow for a user to capture and/or edit simulation state data of gameplay in a video game such that a replay of the gameplay may be rendered and/or shared. The gaming system may receive simulation state data and a request. The simulation state data may include simulation state(s) which include a model and pose state of an avatar corresponding to a player in a game simulation of a video game previously rendered as rendered view(s). The request may request a replay of the simulation state data with modification(s). The gaming system may modify the simulation state data to generate modified simulation state data and render, based on the modified simulation state data, replay view(s) that differ from the previously rendered view(s). The gaming system may then output the replay view(s) to a display of a computing device.Type: ApplicationFiled: February 26, 2025Publication date: July 17, 2025Applicant: Electronic Arts Inc.Inventors: Clayton W. Vaught, Cullen J. Waters, JR., James Lawrence Ricker
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Patent number: 12354210Abstract: A method, device, and computer-readable storage medium for generating an occlusion value for a pixel. The method includes: selecting a pixel in an image of a scene; identifying at least one direction to cast a fixed-distance ray from a location on an object corresponding to the pixel based on an orientation of a surface of the object at the location; in response to determining that screen space occlusion data is available in the at least one direction, obtaining an occlusion value for the pixel from at least one lighting probe based on the at least one direction; and in response to determining that screen space occlusion data is not available in the at least one direction, obtaining the occlusion value for the pixel based on performing ray tracing from the location on the object corresponding to the pixel.Type: GrantFiled: March 31, 2022Date of Patent: July 8, 2025Assignee: Electronic Arts Inc.Inventor: Dustin Hulm
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Patent number: 12346710Abstract: Systems and methods for creating graphical user interfaces (GUIs) for runtime execution in virtual environments of software, such as video games. The system utilizes mock GUIs, which can be images illustrating or displaying mocked graphical user interfaces, to create GUIs that can be exported into runtime environments of software. The system creates GUIs by analyzing the graphical elements and attributes of mock GUIs, and assigning functionality to those graphical elements, enabling the operating of the GUIs within executable runtime environments.Type: GrantFiled: June 26, 2023Date of Patent: July 1, 2025Assignee: Electronic Arts Inc.Inventors: Adrian-Ciprian Popa, Timothy J. Cowan, Jonathan Douglas Hayes
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Patent number: 12343632Abstract: An example method of simulating dribbling ball behavior in interactive videogames includes: determining, a current spatial position of a simulated ball rolling on a surface of a simulated terrain; determining, based on a slope of the surface of the simulated terrain, a likelihood of ball dribbling; identifying a segment of a path of the simulated ball over the surface from the current spatial position of the simulated ball, such that a dribbling criterion based on the likelihood of ball dribbling is satisfied on the segment of the path; determining, based on a speed of the simulated ball, a dribble-simulating surface angle adjustment range; choosing a dribble-simulating surface angle adjustment value from the dribble-simulating surface angle adjustment range; adjusting, based on the dribble-simulating surface angle adjustment value, a surface normal of a segment of the surface on the path; and determining, based on the adjusted surface normal, a next spatial position of the simulated ball.Type: GrantFiled: March 31, 2023Date of Patent: July 1, 2025Assignee: Electronic Arts Inc.Inventors: Craig Penner, Justin Patel
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Patent number: 12340187Abstract: A visual-programming tool provides an encapsulation mechanism configured to operate as a discrete section of a graph corresponding to a program in a visual-programming language. The encapsulation mechanism is configured to bind control flow of the visual-programming language to the encapsulation mechanism, determine logic associated with an encapsulated section of the graph, determine input and/or output associated with the encapsulated section, and present a visual representation of the encapsulation mechanism encompassing a visual representation of the input and/or output and logic in a graphical-user interface associated with the visual-programming tool. In some examples, the visual-programming tool can automatically position nodes associated with the encapsulation mechanism in the graphical-user interface.Type: GrantFiled: September 24, 2020Date of Patent: June 24, 2025Assignee: Electronic Arts Inc.Inventors: Kurtis Michael Schmidt, Matthew Sean Halliday
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Patent number: 12322015Abstract: Use of pose prediction models enables runtime animation to be generated for an electronic game. The pose prediction model can predict a character pose of a character based on joint data for a pose of the character in a previous frame. Further, by using environment data, it is possible to modify the prediction of the character pose based on a particular environment in which the character is location. Advantageously, the use of machine learning enables prediction of character movement in environment in which it is difficult or impossible to obtain motion capture data.Type: GrantFiled: December 14, 2021Date of Patent: June 3, 2025Assignee: Electronic Arts Inc.Inventors: Wolfram Sebastian Starke, Harold Henry Chaput
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Patent number: 12318698Abstract: Embodiments of systems and methods for enabling access to an online game, modifying user progress within the online game, monitoring user interactions with the online game, or adjusting user gameplay with the online game, via multiple platforms. The multiple platforms may include virtual reality platforms and non-virtual reality platforms.Type: GrantFiled: June 28, 2022Date of Patent: June 3, 2025Assignee: Electronic Arts Inc.Inventors: Kent Wakeford, Tomi Huttula
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Patent number: 12293467Abstract: A method, device, and computer-readable storage medium for generating a proxy mesh are disclosed. The method includes: receiving a reference mesh, wherein the reference mesh comprises a polygonal mesh that is a computer representation of a three-dimensional (3D) object; computing quadrics corresponding to the reference mesh; receiving a second polygonal mesh, wherein the second polygonal mesh comprises a polygonal mesh generated based on the reference mesh; transferring the quadrics corresponding to the reference mesh to the second polygonal mesh; and generating a proxy mesh based on the quadrics corresponding to the reference mesh transferred to the second polygonal mesh.Type: GrantFiled: March 27, 2023Date of Patent: May 6, 2025Assignee: Electronic Arts Inc.Inventor: Ashton Mason
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Patent number: 12293466Abstract: A method, computer-readable storage medium, and device for generating a master representation of input models. The method comprises: receiving a first base mesh and a second base mesh, wherein the first base mesh has a first topology and is associated with a first set of blendshapes to deform the first base mesh, the second base mesh has a second topology and is associated with a second set of blendshapes to deform the second base mesh, and the second topology is different from the first topology; combining the first topology and the second topology into a combined mesh topology representation; combining the first set of blendshapes and the second set of blendshapes into a combined blendshape representation; and outputting the combined mesh topology representation and the combined blendshape representation as a master representation, wherein the master representation can be queried with a target topology and blendshape.Type: GrantFiled: March 24, 2023Date of Patent: May 6, 2025Assignee: Electronic Arts Inc.Inventors: Igor Borovikov, David Auclair, Mihai Anghelescu, Harold Chaput
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Patent number: 12293464Abstract: A method, device, and computer-readable storage medium for generating a proxy mesh. The method includes: receiving an input polygonal mesh that includes multiple sub-meshes, each of which is a polygonal mesh, where the input polygonal mesh is a computer representation of a three-dimensional (3D) object; generating a voxel volume representing the input polygonal mesh, wherein the voxel volume comprises voxels that approximates a shape of the 3D object, wherein a first set of voxels of the voxel volume includes voxels that are identified as boundary voxels that correspond to positions of polygons of the multiple sub-meshes of the input polygonal mesh; determining a grouping of two or more sub-meshes that together enclose one or more voxels of the voxel volume other than the voxels in the first set of voxels; and generating a proxy mesh corresponding to the input polygonal mesh based on the grouping of two or more sub-meshes.Type: GrantFiled: May 3, 2022Date of Patent: May 6, 2025Assignee: Electronic Arts Inc.Inventor: Ashton Mason
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Patent number: 12294660Abstract: An example method of performing interactive videogame verification using cryptographically protected transaction records includes: receiving, by a videogame server, from a first videogame client device, a first transaction record reflecting a first set of events associated with an interactive videogame session, wherein the first transaction record is cryptographically signed by a first private cryptographic key associated with the first videogame client device; receiving, from a second videogame client device, a second transaction record reflecting a second set of events associated with the interactive videogame session, wherein the second transaction record is cryptographically signed by a second private cryptographic key associated with the second videogame client device; and validating the first transaction record based on the second transaction record.Type: GrantFiled: February 15, 2024Date of Patent: May 6, 2025Assignee: Electronic Arts Inc.Inventor: Erez Maharshak
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Patent number: 12268964Abstract: Embodiments of the present application provide systems and methods for world prediction within a game application environment. The systems and methods can include a world prediction module for predicting collisions between virtual objects in the game application environment. The world prediction module can use game state data to simulate the virtual objects into future instances. The world prediction module can parse the future instances to find collisions in a farfield representation of the virtual objects and collisions in a nearfield representation of the virtual objects. The world prediction module can use collision information to update a game engine of the game application.Type: GrantFiled: March 30, 2023Date of Patent: April 8, 2025Assignee: Electronic Arts Inc.Inventors: Dustin Sutherland, Toru Tokuhara
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Patent number: 12263411Abstract: Embodiments of the systems and methods disclosed herein provide a sponsor matching system in which players and sponsors can be matched. Upon a match based at least in part on stored sponsorship criteria and/or player preferences, a first sponsor can select a set of players to receive permission to select an advertisement associated with the first sponsor. Once a first player of the selected players selects an advertisement and an advertisement placement location associated with the first sponsor, the sponsor matching system can generate game rendering instructions for a first player system associated with the first player.Type: GrantFiled: February 6, 2023Date of Patent: April 1, 2025Assignee: Electronic Arts Inc.Inventors: Jijnes Jashbhai Patel, Daniel Valentine Gibson, Kenneth Alan Moss
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Patent number: 12257499Abstract: A gaming system may allow for a user to capture and/or edit simulation state data of gameplay in a video game such that a replay of the gameplay may be rendered and/or shared. The gaming system may receive simulation state data and a request. The simulation state data may include simulation state(s) which include a model and pose state of an avatar corresponding to a player in a game simulation of a video game previously rendered as rendered view(s). The request may request a replay of the simulation state data with modification(s). The gaming system may modify the simulation state data to generate modified simulation state data and render, based on the modified simulation state data, replay view(s) that differ from the previously rendered view(s). The gaming system may then output the replay view(s) to a display of a computing device.Type: GrantFiled: January 11, 2024Date of Patent: March 25, 2025Assignee: Electronic Arts Inc.Inventors: Clayton W. Vaught, Cullen J. Waters, Jr., James Lawrence Ricker
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Patent number: 12249025Abstract: Systems and methods are disclosed for calculating dynamic ambient occlusion (AO) values for character models to yield high-quality approximations of global illumination effects. The approach utilizes a dual component machine-learning model that factorizes dynamic AO computation into a non-linear component, in which visibility is determined by approximating spheres and their casted shadows, and a linear component that leverages a skinning-like algorithm for efficiency. The parameters of both components are trained in a regression against ground-truth AO values. The resulting model accommodates lighting interactions with external objects and can be generalized without requiring carefully constructed training data.Type: GrantFiled: December 4, 2023Date of Patent: March 11, 2025Assignee: Electronic Arts Inc.Inventors: Binh Huy Le, John Peter Lewis
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Patent number: 12236510Abstract: Systems and methods are provided for enhanced animation generation based on generative modeling. An example method includes training models based on faces and information associated with persons, each face being defined based on location information associated with facial features, and identity information for each person. The modeling system being trained to reconstruct expressions, textures, and models of persons.Type: GrantFiled: June 10, 2021Date of Patent: February 25, 2025Assignee: Electronic Arts Inc.Inventor: Hau Nghiep Phan