Patents by Inventor Javier Nicolai von der Pahlen

Javier Nicolai von der Pahlen 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: 8139068
    Abstract: A face, as well as any other soft tissue of a character, can be animated much in the same way that a skeleton is animated by creating a soft tissue solver attached to the surface mesh. In particular, deformation objects are associated with regions of the surface mesh. The deformation objects deform the mesh according to deformation operators in response to a change in a control object. This soft tissue solver can be generated automatically given a set of salient points specified on an input mesh and a format file for the class of objects of which the input mesh is an example. The format file specifies what the salient points are, and the relative placement of the deformation objects and control objects as functions of the salient points. Specific deformation operators can be defined and associated, through the format file, with the deformation objects and control objects.
    Type: Grant
    Filed: July 26, 2006
    Date of Patent: March 20, 2012
    Assignee: AUTODESK, Inc.
    Inventors: Michael Isner, Thomas Ho-min Kang, Javier Nicolai von der Pahlen
  • Patent number: 7859538
    Abstract: Animation of an object from a character modeling and/or animation tool is converted from a representation used by that tool to a representation used in a runtime animation system, such as a game engine. Such a tool typically represents the object using a source structure and a source skin. The runtime animation engine typically uses a target structure, target skin and shading to represent animation of an object. In addition to transferring motion of the object from its source structure to the target structure, deformation and shading also are converted. Low resolution information about the deformation of the source skin is converted into a set of skinning weights for associating the target skin with virtual bones added to the target structure and animated deformation data for each frame of animation. High resolution detail from the deformation of the source skin is converted into a set of normal maps, one or more masks and animated mask parameters for use by one or more shaders.
    Type: Grant
    Filed: July 31, 2006
    Date of Patent: December 28, 2010
    Assignee: AUTODESK, Inc
    Inventors: Michael Isner, Javier Nicolai von der Pahlen, Thomas Ho-min Kang
  • Publication number: 20080024487
    Abstract: Animation of an object from a character modeling and/or animation tool is converted from a representation used by that tool to a representation used in a runtime animation system, such as a game engine. Such a tool typically represents the object using a source structure and a source skin. The runtime animation engine typically uses a target structure, target skin and shading to represent animation of an object. In addition to transferring motion of the object from its source structure to the target structure, deformation and shading also are converted. Low resolution information about the deformation of the source skin is converted into a set of skinning weights for associating the target skin with virtual bones added to the target structure and animated deformation data for each frame of animation. High resolution detail from the deformation of the source skin is converted into a set of normal maps, one or more masks and animated mask parameters for use by one or more shaders.
    Type: Application
    Filed: July 31, 2006
    Publication date: January 31, 2008
    Inventors: Michael Isner, Javier Nicolai von der Pahlen, Thomas Ho-min Kang