Patents by Inventor Dominic Laflamme

Dominic Laflamme 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).

  • Publication number: 20240062446
    Abstract: A method of generating or modifying poses in an animation of a character are disclosed. Variable numbers and types of supplied inputs are combined into a single input. The variable numbers and types of supplied inputs correspond to one or more effector constraints for one or more joints of the character. The single input is transformed into a pose embedding. The pose embedding includes a machine-learned representation of the single input. The pose embedding is expanded into a pose representation output. The pose representation output includes local rotation data and global position data for the one or more joints of the character.
    Type: Application
    Filed: May 23, 2023
    Publication date: February 22, 2024
    Inventors: Florent Benjamin Bocquelet, Dominic Laflamme, Boris Oreshkin
  • Patent number: 11887229
    Abstract: A method of populating a digital environment with digital content is disclosed. Environment data describing the digital environment is accessed. Populator data describing a populator digital object is accessed. The populator data includes semantic data describing the populator digital object. The populator digital object is placed within the digital environment. A semantic map representation of the populator digital object is generated. The semantic map representation is divided into a plurality of cells. A target cell of the plurality of cells is selected as a placeholder in the digital environment for a digital object that is optionally subsequently instantiated. The selecting of the target cell is based on an analysis of the environment data, the populator data, and the semantic map representation. Placeholder data is recorded in the semantic map representation. The placeholder data includes properties corresponding to the digital object that is optionally subsequently instantiated.
    Type: Grant
    Filed: December 22, 2022
    Date of Patent: January 30, 2024
    Assignee: Unity IPR ApS
    Inventors: Gregory Lionel Xavier Jean Palmaro, Charles Janusz Migos, Gerald James Williams Orban, Pierre-Luc Loyer, Dominic Laflamme, Sylvio Herve Drouin
  • Publication number: 20230368451
    Abstract: A method of optimizing a pose of a character is disclosed. An input is received. The input defines one or more effectors. A pose is generated for the character using a learned inverse kinematics (LIK) machine-learning (ML) component. The LIK ML component is trained using a motion dataset. The generating of the pose is based on one or more criteria. The one or more criteria include explicit intent expressed as the one or more effectors. The generated pose is adjusted using an ordinary inverse kinematics (OIK) component. The OIK component solves an output from the LIK ML component to increase an accuracy at which the explicit intent is reached. A final pose is generated from the adjusted pose. The generating of the final pose includes applying a physics engine (PE) to an output from the OIK component to increase a physics accuracy of the pose.
    Type: Application
    Filed: May 15, 2023
    Publication date: November 16, 2023
    Inventors: Florent Benjamin Bocquelet, Dominic Laflamme, Boris Oreshkin, Félix Gingras Harvey
  • Publication number: 20230274480
    Abstract: A method of populating a digital environment with digital content is disclosed. Environment data describing the digital environment is accessed. Populator data describing a populator digital object is accessed. The populator data includes semantic data describing the populator digital object. The populator digital object is placed within the digital environment. A semantic map representation of the populator digital object is generated. The semantic map representation is divided into a plurality of cells. A target cell of the plurality of cells is selected as a placeholder in the digital environment for a digital object that is optionally subsequently instantiated. The selecting of the target cell is based on an analysis of the environment data, the populator data, and the semantic map representation. Placeholder data is recorded in the semantic map representation. The placeholder data includes properties corresponding to the digital object that is optionally subsequently instantiated.
    Type: Application
    Filed: December 22, 2022
    Publication date: August 31, 2023
    Inventors: Gregory Lionel Xavier Jean Palmaro, Charles Janusz Migos, Gerald James Williams Orban, Pierre-Luc Loyer, Dominic Laflamme, Sylvio Herve Drouin
  • Patent number: 11694382
    Abstract: A method of generating or modifying poses in an animation of a character are disclosed. Variable numbers and types of supplied inputs are combined into a single input. The variable numbers and types of supplied inputs correspond to one or more effector constraints for one or more joints of the character. The single input is transformed into a pose embedding. The pose embedding includes a machine-learned representation of the single input. The pose embedding is expanded into a pose representation output. The pose representation output includes local rotation data and global position data for the one or more joints of the character.
    Type: Grant
    Filed: May 20, 2021
    Date of Patent: July 4, 2023
    Assignee: Unity IPR ApS
    Inventors: Florent Benjamin Bocquelet, Dominic Laflamme, Boris Oreshkin
  • Patent number: 11562517
    Abstract: A method of populating a digital environment with digital content is disclosed. Environment data describing the digital environment is accessed. Populator data describing a populator digital object is accessed. The populator data includes semantic data describing the populator digital object. The populator digital object is placed within the digital environment. A semantic map representation of the populator digital object is generated. The semantic map representation is divided into a plurality of cells. A target cell of the plurality of cells is selected as a placeholder in the digital environment for a digital object that is optionally subsequently instantiated. The selecting of the target cell is based on an analysis of the environment data, the populator data, and the semantic map representation. Placeholder data is recorded in the semantic map representation. The placeholder data includes properties corresponding to the digital object that is optionally subsequently instantiated.
    Type: Grant
    Filed: April 21, 2021
    Date of Patent: January 24, 2023
    Assignee: Unity IPR ApS
    Inventors: Gregory Lionel Xavier Jean Palmaro, Charles Janusz Migos, Gerald James William Orban, Pierre-Luc Loyer, Dominic Laflamme, Sylvio Herve Drouin
  • Publication number: 20220076472
    Abstract: A method of generating or modifying poses in an animation of a character are disclosed. Variable numbers and types of supplied inputs are combined into a single input. The variable numbers and types of supplied inputs correspond to one or more effector constraints for one or more joints of the character. The single input is transformed into a pose embedding. The pose embedding includes a machine-learned representation of the single input. The pose embedding is expanded into a pose representation output. The pose representation output includes local rotation data and global position data for the one or more joints of the character.
    Type: Application
    Filed: May 20, 2021
    Publication date: March 10, 2022
    Inventors: Florent Benjamin Bocquelet, Dominic Laflamme, Boris Oreshkin
  • Patent number: 11232623
    Abstract: A method of generating a high-resolution image frame for a state of a video game within a 2D or 3D environment is disclosed. A low-resolution data map of a virtual camera frustum view of the 2D or 3D environment for the state is determined. The data map is of a data type. A high-resolution output data map of the data type is generated from the low-resolution data map. The generating of the high-resolution output data map includes training a neural network. The training includes associating a low-resolution data map of the data type with a high-resolution data map of the data type within the 2D or 3D environment. A high-resolution image of the frustum view is generated from the high-resolution output data map. The generated high-resolution image is displayed on a display device.
    Type: Grant
    Filed: June 26, 2020
    Date of Patent: January 25, 2022
    Assignee: Unity IPR ApS
    Inventor: Dominic Laflamme
  • Publication number: 20210327112
    Abstract: A method of populating a digital environment with digital content is disclosed. Environment data describing the digital environment is accessed. Populator data describing a populator digital object is accessed. The populator data includes semantic data describing the populator digital object. The populator digital object is placed within the digital environment. A semantic map representation of the populator digital object is generated. The semantic map representation is divided into a plurality of cells. A target cell of the plurality of cells is selected as a placeholder in the digital environment for a digital object that is optionally subsequently instantiated. The selecting of the target cell is based on an analysis of the environment data, the populator data, and the semantic map representation. Placeholder data is recorded in the semantic map representation. The placeholder data includes properties corresponding to the digital object that is optionally subsequently instantiated.
    Type: Application
    Filed: April 21, 2021
    Publication date: October 21, 2021
    Inventors: Gregory Lionel Xavier Jean Palmaro, Charles Janusz Migos, Gerald James William Orban, Pierre-Luc Loyer, Dominic Laflamme, Sylvio Herve Drouin
  • Publication number: 20200410741
    Abstract: A method of generating a high-resolution image frame for a state of a video game within a 2D or 3D environment is disclosed. A low-resolution data map of a virtual camera frustum view of the 2D or 3D environment for the state is determined. The data map is of a data type. A high-resolution output data map of the data type is generated from the low-resolution data map. The generating of the high-resolution output data map includes training a neural network. The training includes associating a low-resolution data map of the data type with a high-resolution data map of the data type within the 2D or 3D environment. A high-resolution image of the frustum view is generated from the high-resolution output data map. The generated high-resolution image is displayed on a display device.
    Type: Application
    Filed: June 26, 2020
    Publication date: December 31, 2020
    Inventor: Dominic Laflamme
  • Patent number: 10478720
    Abstract: A system includes a memory, processors, and an asset player module configured to identify a playable asset configuration for a first playable asset, including a first graph configuration identifying processing nodes and edges, each node in the graph configuration represents a media processing component configured to modify media inputs to generate a media output, construct a graph in the memory based on the first graph configuration, receive a first set of media inputs, execute the media processing components in an order based on the graph configuration and using the first set of media inputs as the one or more input media components, based on said executing, generate a media output configured to be played by a conventional media player, alter the graph at runtime, thereby changing the media processing components identified within the graph, and execute the media processing components of the graph after the altering.
    Type: Grant
    Filed: March 15, 2017
    Date of Patent: November 19, 2019
    Assignee: Unity IPR ApS
    Inventors: Andre Gauthier, Dominic Laflamme, Pierre-Paul Giroux, Wayne Johnson, David Geoffroy
  • Publication number: 20170270702
    Abstract: A system includes a memory, processors, and an asset player module configured to identify a playable asset configuration for a first playable asset, including a first graph configuration identifying processing nodes and edges, each node in the graph configuration represents a media processing component configured to modify media inputs to generate a media output, construct a graph in the memory based on the first graph configuration, receive a first set of media inputs, execute the media processing components in an order based on the graph configuration and using the first set of media inputs as the one or more input media components, based on said executing, generate a media output configured to be played by a conventional media player, alter the graph at runtime, thereby changing the media processing components identified within the graph, and execute the media processing components of the graph after the altering.
    Type: Application
    Filed: March 15, 2017
    Publication date: September 21, 2017
    Inventors: Andre Gauthier, Dominic Laflamme, Pierre-Paul Giroux, Wayne Johnson, David Geoffroy
  • Patent number: 9123151
    Abstract: It is desirable for a fragment shader to have access to non-interpolated values for each vertex of the primitive in which the fragment is located. For example, a fragment shader may use the distortion of the primitive with respect to an original state of the primitive as part of the function the fragment shader performs. Due to the specification of fragment shaders and vertex shaders, fragments shaders receive only interpolated values, and thus cannot receive non-interpolated values of, for example, one solution to this problem would be to modify the processing engine for the shader language, and the shader specifications themselves, so that a fragment shader can receive non-interpolated values from the vertices of the primitive on which the fragment is located. Desirable values to receive would be at least the vertex coordinates. Another solution is to specify and use varyings in a manner that pass data to a fragment shader that permit the fragment shader to reconstruct the non-interpolated values.
    Type: Grant
    Filed: August 5, 2008
    Date of Patent: September 1, 2015
    Assignee: AUTODESK, INC.
    Inventors: Ian Stewart, Dominic Laflamme, Eric Cabot
  • Patent number: 8310484
    Abstract: An operator graph representing three-dimensional animation can be analyzed to identify subgraphs of the operator graph in which operators are not required to operate in a serialized manner. Such a condition may arise, for example, when two operators are not dependent on each other for data. This condition may arise when the operators are operating on different elements in a scene. Such operators may be evaluated in parallel. To identify these operators, a dependency graph is created. The dependency graph indicates which operators have inputs that are dependent on outputs provided by other operators. Using this graph, operators that are independent of each other can be readily identified. These operators can be evaluated in parallel. In an interactive editing system for three-dimensional animation or other rich media, such an analysis of an operator graph would occur when changes are made to the animation.
    Type: Grant
    Filed: July 26, 2007
    Date of Patent: November 13, 2012
    Assignee: AUTODESK, Inc.
    Inventors: Jérôme Couture-Gagnon, Peter Zion, Ian Stewart, Ronald Beirouti, Dominic Laflamme, Maxime Beaudry
  • Publication number: 20100033483
    Abstract: It is desirable for a fragment shader to have access to non-interpolated values for each vertex of the primitive in which the fragment is located. For example, a fragment shader may use the distortion of the primitive with respect to an original state of the primitive as part of the function the fragment shader performs. Due to the specification of fragment shaders and vertex shaders, fragments shaders receive only interpolated values, and thus cannot receive non-interpolated values of, for example, one solution to this problem would be to modify the processing engine for the shader language, and the shader specifications themselves, so that a fragment shader can receive non-interpolated values from the vertices of the primitive on which the fragment is located. Desirable values to receive would be at least the vertex coordinates. Another solution is to specify and use varyings in a manner that pass data to a fragment shader that permit the fragment shader to reconstruct the non-interpolated values.
    Type: Application
    Filed: August 5, 2008
    Publication date: February 11, 2010
    Applicant: Avid Technology, Inc.
    Inventors: Ian Stewart, Dominic Laflamme, Eric Cabot