Patents by Inventor Gary Linn Snethen

Gary Linn Snethen 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).

  • Patent number: 11478707
    Abstract: Embodiments relate to generating image frames including a motion of a character with one or more stretchable body parts by either performing only blending of prestored animation clips or performing both the blending of prestored animation clips and performing inverse kinematics operations where one or more bones in the body parts are stretched or contracted. Choosing whether to perform blending or the inverse kinematics depends on whether predetermined conditions are satisfied or not. Prestored animation clips to be blended may be determined according to the speed of the character when performing the jumping motion. When performing the inverse kinematics, physical properties of the character are simulated to determine the trajectory of the character during the jumping.
    Type: Grant
    Filed: December 8, 2020
    Date of Patent: October 25, 2022
    Assignee: SQUARE ENIX LTD.
    Inventors: Stephen Perez, Noriyuki Imamura, Gary Linn Snethen
  • Patent number: 11426664
    Abstract: Embodiments relate to providing dynamic destruction of a game object displayed in an electronic game. During a gameplay session, a determination is made that the game object has been damaged. Responsive to the determination that the game object has been damaged, a level of destructive detail is determined. A destruction object having the determined level of destructive detail is created. Using the destruction object, a graphical indication of the damage of the game object is rendered.
    Type: Grant
    Filed: April 13, 2021
    Date of Patent: August 30, 2022
    Assignee: Square Enix Ltd.
    Inventors: Gary Linn Snethen, Konstantin Khitrin, Dharmik Dave, Kevin Do, Mike Oliver
  • Publication number: 20210236932
    Abstract: Embodiments relate to generating image frames including a motion of a character with one or more stretchable body parts by either performing only blending of prestored animation clips or performing both the blending of prestored animation clips and performing inverse kinematics operations where one or more bones in the body parts are stretched or contracted. Choosing whether to perform blending or the inverse kinematics depends on whether predetermined conditions are satisfied or not. Prestored animation clips to be blended may be determined according to the speed of the character when performing the jumping motion. When performing the inverse kinematics, physical properties of the character are simulated to determine the trajectory of the character during the jumping.
    Type: Application
    Filed: December 8, 2020
    Publication date: August 5, 2021
    Inventors: Stephen PEREZ, Noriyuki IMAMURA, Gary Linn SNETHEN
  • Patent number: 11052317
    Abstract: Embodiments relate to generating a character with a stretchable body part in a computer game. A pose of a body part of the character is received. The body part includes at least one base joint, bones connected via the at least one base joint, and an end effector coupled to one of the bones. An end effector position is received. The end effector position is where an end effector of the body part is to be placed in an updated pose. Inverse kinematics operations are performed to determine the updated pose of the body part by at least changing a length of one of the bones to place the end effector at the end effector position responsive to receiving the pose of the body part and the end effector position.
    Type: Grant
    Filed: June 29, 2020
    Date of Patent: July 6, 2021
    Assignee: SQUARE ENIX LTD.
    Inventors: Noriyuki Imamura, Andrew Reeves, Gary Linn Snethen
  • Patent number: 10864434
    Abstract: Embodiments relate to simulating the movements of three or more bodies connected on a cord for use in real-time videogame applications. The state of the bodies such as position, velocity, and orientation of the bodies connected by a cord are determined in single pass without iteration. For a given time step and the state of the bodies in the time step, the Jacobian matrix for the connected bodies is calculated. The, the tension in the cord is calculated based on the Jacobian matrix. From the tension, the state of the bodies for the next time step is obtained.
    Type: Grant
    Filed: February 27, 2018
    Date of Patent: December 15, 2020
    Assignee: Square Enix Ltd.
    Inventors: Gary Linn Snethen, Sree Harsha Kalangi
  • Publication number: 20190262698
    Abstract: Embodiments relate to simulating the movements of three or more bodies connected on a cord for use in real-time videogame applications. The state of the bodies such as position, velocity, and orientation of the bodies connected by a cord are determined in single pass without iteration. For a given time step and the state of the bodies in the time step, the Jacobian matrix for the connected bodies is calculated. The, the tension in the cord is calculated based on the Jacobian matrix. From the tension, the state of the bodies for the next time step is obtained.
    Type: Application
    Filed: February 27, 2018
    Publication date: August 29, 2019
    Inventors: Gary Linn Snethen, Sree Harsha Kalangi