Conversion of 2D diagrams to 3D rich immersive content

US10846901B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10846901-B2
Application numberUS-202016833722-A
CountryUS
Kind codeB2
Filing dateMar 30, 2020
Priority dateJul 21, 2017
Publication dateNov 24, 2020
Grant dateNov 24, 2020

How to read this patent

A practical reading order for non-experts. Skip the full description unless you need deep technical detail.

  1. Title

    What the patent document calls the invention.

  2. Abstract

    A short plain-language summary of the technical disclosure.

  3. Assignees and inventors

    Who owns or filed the patent and who is credited as inventor.

  4. Key dates

    Filing, priority, publication, and grant dates set the timeline.

  5. First independent claim

    The legal scope of protection — read this for what is actually claimed.

  6. CPC / IPC classifications

    Technology tags used to group this patent with similar filings.

  7. Citations and related patents

    Prior art links and similar publications in this corpus.

Abstract

Official abstract text for this publication.

Implementations are directed to methods, systems, apparatus, and computer programs for generation of a three-dimensional (3D) animation by receiving a user input defining a two-dimensional (2D) representation of a plurality of elements, processing, by the one or more processors, the 2D representation to classify the plurality of elements in symbolic elements and action elements, generating, by the one or more processors, based on the symbolic elements, the action elements, and a set of rules a 3D animation corresponding to the 2D representation, and transmitting, by the one or more processors, the 3D animation to an extended reality device for display.

First claim

Opening claim text (preview).

What is claimed is: 1. A computer-implemented method comprising: receiving, by a mobile computing device, (i) a first touch input of a 2D representation of an object that is to be animated in a desired 3D animation, and (ii) a second touch input of one or more 2D line segments that represent an action to be performed by the object in the desired 3D animation, and that are to not be visualized as an object in the desired 3D animation; identifying a real-world attribute associated with a human that is represented by the object that is to be animated in the 3D animation; and generating the desired 3D animation based on the first touch input and the second touch input, comprising animating the object performing the action as limited by the real-world attribute that is associated with the human that is represented by the object. 2. The method of claim 1 , wherein the real-world attribute comprises a height, weight, speed, or skill that is associated with the human that is represented by the object. 3. The method of claim 1 , comprising classifying the 2D representation as a symbolic element. 4. The method of claim 1 , wherein each of the line segments comprises a vector that indicates a desired direction and desired speed of displacement of an associated object. 5. The method of claim 1 , comprising transmitting the generated 3D animation to an extended reality device, for output. 6. The method of claim 1 , comprising adjusting a visual perspective associated with the generated 3D animation based on a user input at an extended reality device. 7. The method of claim 1 , wherein first touch input and the second touch input comprise a sketch overlaid on a sports playing field, including a sketched objects of a particular shape that each correspond to the object, and arrows emanating from the sketched objects that each correspond to the action. 8. The method of claim 1 , comprising: determining that a particular trajectory associated with a particular line segment would cause two or more particular objects to enter a particular zone in the desired 3D animation; and in response to determining that the particular trajectory associated with a particular line segment would cause two or more particular objects to enter the particular zone in the desired 3D animation, determining an alternative trajectory that will cause the two or more particular objects to avoid the particular zone in the desired 3D animation. 9. A non-transitory computer-readable storage medium coupled to one or more processors and having instructions stored thereon which, when executed by the one or more processors, cause the one or more processors to perform operations comprising: receiving, by a mobile computing device, (i) a first touch user input of a 2D representation of an object that is to be animated in a desired 3D animation, and (ii) a second touch input of one or more 2D line segments that represent an action to be performed by the object in the desired 3D animation, and that are to not be visualized as an object in the desired 3D animation; identifying a real-world attribute associated with a human that is represented by the object that is to be animated in the 3D animation; and generating the desired 3D animation based on the first touch input and the second touch input, comprising animating the object performing the action as limited by the real-world attribute that is associated with the human that is represented by the object. 10. The medium of claim 9 , wherein the real-world attribute comprises a height, weight, speed, or skill that is associated with the human that is represented by the object. 11. The medium of claim 9 , wherein the operations comprise classifying the 2D representation as a symbolic element. 12. The medium of claim 9 , wherein each of the line segments comprises a vector that indicates a desired direction and desired speed of displacement of an associated object. 13. The medium of claim 9 , wherein the operations comprise transmitting the generated 3D animation to an extended reality device, for output. 14. The medium of claim 9 , wherein the operations comprise adjusting a visual perspective associated with the generated 3D animation based on a user input at an extended reality device. 15. The medium of claim 9 , wherein first touch input and the second touch input comprise a sketch overlaid on a sports playing field, including a sketched objects of a particular shape that each correspond to the object, and arrows emanating from the sketched objects that each correspond to the action. 16. The medium of claim 9 , wherein the operations comprise: determining that a particular trajectory associated with a particular line segment would cause two or more particular objects to enter a particular zone in the desired 3D animation; and in response to determining that the particular trajectory associated with a particular line segment would cause two or more particular objects to enter the particular zone in the desired 3D animation, determining an alternative trajectory that will cause the two or more particular objects to avoid the particular zone in the desired 3D animation. 17. A system comprising: one or more processors; and a computer-readable storage device coupled to the one or more processors and having instructions stored thereon which, when executed by the one or more processors, cause the one or more processors to perform operations comprising: receiving, by a mobile computing device, (i) a first touch input of a 2D representation of an object that is to be animated in a desired 3D animation, and (ii) a second touch input of one or more 2D line segments that represent an action to be performed by the object in the desired 3D animation, and that are to not be visualized as an object in the desired 3D animation; identifying a real-world attribute associated with a human that is represented by the object that is to be animated in the 3D animation; and generating the desired 3D animation based on the first touch input and the second touch input, comprising animating the object performing the action as limited by the real-world attribute that is associated with the human that is represented by the object. 18. The system of claim 17 , wherein the real-world attribute comprises a height, weight, speed, or skill that is associated with the human that is represented by the object. 19. The system of claim 17 , wherein the operations comprise classifying the 2D representation as a symbolic element. 20. The system of claim 17 , wherein the mobile computing device comprises a tablet computer.

Assignees

Inventors

Classifications

  • Classification techniques · CPC title

  • of sport video content · CPC title

  • Editing of three-dimensional [3D] images, e.g. changing shapes or colours, aligning objects or positioning parts · CPC title

  • G06T13/20Primary

    Three-dimensional [3D] animation · CPC title

  • Mixed reality (object pose determination, tracking or camera calibration for mixed reality G06T7/00) · CPC title

Patent family

Related publications grouped by family.

External sources

Frequently asked questions

Answers are generated from the same data shown on this page.

What does patent US10846901B2 cover?
Implementations are directed to methods, systems, apparatus, and computer programs for generation of a three-dimensional (3D) animation by receiving a user input defining a two-dimensional (2D) representation of a plurality of elements, processing, by the one or more processors, the 2D representation to classify the plurality of elements in symbolic elements and action elements, generating, by …
Who is the assignee on this patent?
Accenture Global Solutions Ltd
What technology area does this patent fall under?
Primary CPC classification G06T13/20. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Nov 24 2020 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).