Abstract: A method for finding a deformation field transforming a source frame of a volumetric video into a target frame of a volumetric video comprising steps of building a texture implicit function for said target frame and training a neural network to generate said deformation field between said source frame and said target frame, said texture implicit function for said target frame being a texture matching loss for said neural network.
Type:
Grant
Filed:
February 16, 2023
Date of Patent:
June 30, 2026
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Vsevolod Kagarlitsky, Shirley Keinan, Amir Green, Michal Heker, Michael Birnboim, Gilad Talmon
Abstract: A method for generating metadata to accompany a volumetric video for texels in an object in a volumetric video. The method comprises steps of: inputting a 2D representation of the object; identifying areas in the representation that have the same one or more properties with respect to light; and generating input material groups, where all texels in each input material group have the same properties with respect to light. There exists a correspondence between at least part of the input representation and at least part of the object in the volumetric video, so that there is a correspondence between texels in the representation and texels in the object so that output material groups can be generated from the input material groups and the properties with respect to light can be stored with the volumetric video as metadata.
Type:
Grant
Filed:
February 1, 2023
Date of Patent:
December 9, 2025
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Yair Baruch, Vsevolod Kagarlitsky, Shirley Keinan, Amir Green, Yigal Eilam, Matan Efrima, Michael Birnboim, Gilad Talmon
Abstract: A system and method for producing video games in order to prevent cheating in a video game environment by obfuscating game logic and variables during compilation.
Type:
Grant
Filed:
January 7, 2022
Date of Patent:
July 30, 2024
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Amir Soofi, Claudiu Dumitru, Miguel Arroyo
Abstract: A system and method for detecting and managing electronic transactions and providing a domain specific collection of remotely callable functions in a video game environment.
Abstract: Systems and methods applicable, for instance, to using continuous levels of detail (CLODs) in connection with computer graphic models. Distinct levels of detail (LODs) can be generated, floating point LOD (fLOD) values can be calculated, and interpolated LODs can be generated. Further, LOD display can occur.
Type:
Grant
Filed:
December 17, 2021
Date of Patent:
May 7, 2024
Assignee:
Take-Two Interactive Software, Inc.
Inventors:
John Brooks, Shawn Best, Alex Pepper, Mike Krazanowski, Douglas E. Snyder
Abstract: A system and method for motion capture to efficiently render in-game objects, including characters, and controlling animation of characters and non-player characters. In some embodiments, the motion capture includes a machine learning model that can take as inputs information about the hand pose of a person from multiple sensors over a period of time and generates a highly probable hand pose prediction from that information, based on what it learns from a previously captured dataset of high quality sample motion captures. The systems and methods described herein overcome the imprecision conventional optical marker pipelines for the case of finger movement, where the slightest imprecision yields results that are not good enough for production.
Type:
Grant
Filed:
November 2, 2021
Date of Patent:
April 9, 2024
Assignee:
Take-Two Interactive Software, Inc.
Inventors:
James Stuart Miller, Gustavo Eggert Boehs, Cory John Alderman, Adam De Oliveira
Abstract: Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Abstract: A system and method for managing and pathfinding using a coarse graph of low-level nodes representing the virtual world of a gaming environment.
Abstract: A system and method for controlling the animation and movement of in-game objects. In some embodiments, the system includes one or more data-driven animation building blocks that can be used to define any character movements. In some embodiments, the data-driven animation blocks are conditioned by how their data is described separately from any explicit code in the core game engine. These building blocks can accept certain inputs from the core code system (e.g., movement direction, desired velocity of movement, and so on). But the game itself is agnostic as to why particular building blocks are used and what animation data (e.g., single animation, parametric blend, defined by user, and so on) the blocks may be associated with.
Type:
Grant
Filed:
October 23, 2020
Date of Patent:
April 4, 2023
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Tobias Kleanthous, Mike Jones, Chris Swinhoe, Arran Cartie, James Stuart Miller, Sven Louis Julia van Soom
Abstract: Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Abstract: A system and method for managing and pathfinding using a coarse graph of low-level nodes representing the virtual world of a gaming environment.
Abstract: A system and method for detecting and managing electronic transactions and providing a domain specific collection of remotely callable functions in a video game environment.
Abstract: A system and method for building and rendering in-game objects. In some embodiments, the system includes a plurality of metadata records describing available assets, wherein each metadata record comprises an asset identifier, which identifies an asset, and a property tag. In some embodiments, the system receives the metadata asset record or the asset identified by the metadata asset record from an asset interface to instruct a rendering engine to load the asset identified by the metadata asset record into a 3D environment.
Type:
Grant
Filed:
December 22, 2017
Date of Patent:
April 27, 2021
Assignee:
TAKE-TWO INTERACTIVE SOFTWARE, INC.
Inventors:
Aaron Garbut, Klaas Schilstra, Flavius Alecu, John Whyte
Abstract: Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Abstract: Example embodiments of the present invention are directed to systems and methods for simulating sparse fluids and visualizing the results. An example embodiment involves simulating sparse fluids on a two-dimensional surface and using that simulation to visualize the results on a three dimensional surface. The fluid computation operates in a two-dimensional (2D) plane although the visualization of the fluid simulation is three-dimensional (3D). The simulation uses surface shape and properties, local gravity vectors, and various other criteria to simulate realistic behavior of sparse fluids, e.g., sweat, tears, blood, and drops of liquid. The systems and methods of the present invention may be implemented, for example, on a highly parallel architecture, such as a graphics processing unit (GPU), and on non-parallel architectures.