Patents by Inventor Eric A. Soulvie
Eric A. Soulvie 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).
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Patent number: 11948240Abstract: A method for computer animation includes receiving an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and is configured to adjust a visual appearance of the associated portion of the asset mesh structure.Type: GrantFiled: April 6, 2023Date of Patent: April 2, 2024Assignee: O3 Story Technologies, Inc.Inventors: Eric A. Soulvie, Richard R. Hurrey, R. Jason Bickerstaff, Clifford S. Champion, Peter E. McGowan, Robert Ernest Schnurstein
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Patent number: 11768590Abstract: In some implementations, a method includes obtaining a set of preselected attribute values for an objective-effectuator. In some implementations, the method includes while displaying a user interface including a plurality of configuration control affordances provided to effect configuration of one or more attributes characterizing the objective-effectuator, in response to receiving an input indicative of manipulation of a first configuration control affordance, setting a corresponding first attribute to a particular preselected attribute value, and modifying display of the plurality of configuration control affordances in order to change the number of the plurality of configuration control affordances displayed. In some implementations, the method includes configuring the objective-effectuator at least based on the particular preselected attribute value of the first attribute. In some implementations, the objective-effectuator is associated with a set of predefined actions.Type: GrantFiled: January 18, 2019Date of Patent: September 26, 2023Assignee: APPLE INC.Inventors: Ian M. Richter, Jack Greasley, Brian E. Goldberg, Eric A. Soulvie, Jeremy R. Bernstein, Bradley Warren Peebler
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Publication number: 20230245368Abstract: A method for computer animation includes receiving an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and is configured to adjust a visual appearance of the associated portion of the asset mesh structure.Type: ApplicationFiled: April 6, 2023Publication date: August 3, 2023Inventors: Eric A. Soulvie, Richard R. Hurrey, R. Jason Bickerstaff, Clifford S. Champion, Peter E. McGowan, Robert Ernest Schnurstein
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Patent number: 11631209Abstract: A method for computer animation includes receiving, by a processor executing a multi-platform deformation engine system in association with a third-party game engine system, an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and configured to adjust a visual appearance of the associated portion of the asset mesh structure.Type: GrantFiled: July 23, 2021Date of Patent: April 18, 2023Assignee: KITESTRING, INC.Inventors: Eric A. Soulvie, Richard R. Hurrey, R. Jason Bickerstaff, Clifford S. Champion, Peter E. McGowan, Robert Ernest Schnurstein
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Publication number: 20220028150Abstract: A method for computer animation includes receiving, by a processor executing a multi-platform deformation engine system in association with a third-party game engine system, an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and configured to adjust a visual appearance of the associated portion of the asset mesh structure.Type: ApplicationFiled: July 23, 2021Publication date: January 27, 2022Inventors: Eric A. Soulvie, Richard R. Hurrey, R. Jason Bickerstaff, Clifford S. Champion, Peter E. McGowan, Robert Ernest Schnurstein
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Publication number: 20210042022Abstract: In some implementations, a method includes obtaining a set of preselected attribute values for an objective-effectuator. In some implementations, the method includes while displaying a user interface including a plurality of configuration control affordances provided to effect configuration of one or more attributes characterizing the objective-effectuator, in response to receiving an input indicative of manipulation of a first configuration control affordance, setting a corresponding first attribute to a particular preselected attribute value, and modifying display of the plurality of configuration control affordances in order to change the number of the plurality of configuration control affordances displayed. In some implementations, the method includes configuring the objective-effectuator at least based on the particular preselected attribute value of the first attribute. In some implementations, the objective-effectuator is associated with a set of predefined actions.Type: ApplicationFiled: January 18, 2019Publication date: February 11, 2021Inventors: Ian M. Richter, Jack Greasley, Brian E. Goldberg, Eric A. Soulvie, Jeremy R. Bernstein, Bradley Warren Peebler
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Patent number: 7688323Abstract: The present invention consists of an evaluation engine, which is a system for evaluating the state of an animation at a specific time where secondary animation may be derived from the state of the animation at another time. Unlike DAG-based systems where time is another variable, time is external to the evaluation engine so that it can easily evaluate alternate times and even entire simulations. It also comprises meshes which support instancing and edge weights, and which employ and extensible system of polygon types to support subdivision surface approximation using a set of bi-quadratic patches which solve quickly. The meshes can also be animated by the evaluation engine using a mesh stack, which has multiple evaluation paths for quickly computing mesh attributes without performing a full evaluation.Type: GrantFiled: July 20, 2005Date of Patent: March 30, 2010Assignee: Luxology, LLCInventors: Stuart Harl Ferguson, Bradley Warren Peebler, Joe Angell, Matthew Craig, Gregory Duquesne, Eric A. Soulvie, Allen David Hastings
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Publication number: 20060158450Abstract: The present invention consists of an evaluation engine, which is a system for evaluating the state of an animation at a specific time where secondary animation may be derived from the state of the animation at another time. Unlike DAG-based systems where time is another variable, time is external to the evaluation engine so that it can easily evaluate alternate times and even entire simulations. It also comprises meshes which support instancing and edge weights, and which employ and extensible system of polygon types to support subdivision surface approximation using a set of bi-quadratic patches which solve quickly. The meshes can also be animated by the evaluation engine using a mesh stack, which has multiple evaluation paths for quickly computing mesh attributes without performing a full evaluation.Type: ApplicationFiled: July 20, 2005Publication date: July 20, 2006Inventors: Stuart Ferguson, Bradley Peebler, Joe Angell, Matthew Craig, Gregory Duquesne, Eric Soulvie, Allen Hastings
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Publication number: 20060158459Abstract: The present invention allows users to customize user interfaces within software programs on the fly. By customizing user interfaces users can streamline their own work process, particularly when the user is dealing with large amounts of data. In addition to customizing user interfaces, the present invention also allows users to more easily select portions of an object with the select more command and to more easily enter exact numeric values with detents on mouse input.Type: ApplicationFiled: July 20, 2005Publication date: July 20, 2006Inventors: Stuart Ferguson, Bradley Peebler, Joe Angell, Matthew Craig, Gregory Duquesne, Eric Soulvie, Allen Hastings