Adaptive mesh skinning in a foveated rendering system

US11107183B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11107183-B2
Application numberUS-201715727512-A
CountryUS
Kind codeB2
Filing dateOct 6, 2017
Priority dateJun 9, 2017
Publication dateAug 31, 2021
Grant dateAug 31, 2021

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.

A method for implementing a graphics pipeline. The method includes generating a plurality of bones for an object defining positioning relationships between the bones. The method includes determining a subsystem of bones from the plurality of bones for the object. The method includes determining a foveal region when rendering an image of the virtual scene including the object, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining that at least one portion of the object is located in a peripheral region for the image. The method includes animating the object by applying a transformation to the subsystem of bones.

First claim

Opening claim text (preview).

What is claimed is: 1. A method for implementing a graphics pipeline, comprising: generating a plurality of bones for an object defining positioning relationships between bones in the plurality of bones, wherein the plurality of bones is used for computer generated animation of the object in a plurality of images of a virtual scene using the graphics pipeline; determining a subsystem of bones from the plurality of bones for the object, the subsystem of bones including less bones than the plurality of bones when representing the object in whole; determining a foveal region when rendering a current image of the virtual scene including the object using the graphics pipeline, wherein the foveal region corresponds to where an attention of a user is directed such that gaze of the user is focused on the foveal region for the current image; determining that at least one portion of the object is located in a peripheral region for the current image; and animating the object for the current image by applying a transformation to the subsystem of bones reflecting a change in positioning of bones in the subsystem of bones from a previous image to the current image, the subsystem of bones used for the animating based on the at least one portion of the object being located in the peripheral region away from the attention of the user, wherein the plurality of bones and a plurality of joints for connecting the plurality of bones define a bone hierarchy of the object, wherein the subsystem of bones including less bones is a reduced representation of the bone hierarchy. 2. The method of claim 1 , wherein the determining the subsystem of bones includes: generating a system of vertices associated with the plurality of bones; generating a subsystem of vertices taken from the system of vertices; and assigning the subsystem of vertices to the subsystem of bones. 3. The method of claim 2 , wherein the assigning the subsystem of vertices includes: forming a reduced set of vertices of a first bone and a second bone, wherein the reduced set of vertices is taken from a first set of vertices of the first bone and a second set of vertices of the second bone, wherein the reduced set of vertices defines less joints than a combination of the first and second sets of vertices. 4. The method of claim 2 , further comprising: reducing a plurality of blend weights to a subset of blend weights for use to define an association between a polygonal mesh and the subsystem of bones. 5. The method of claim 2 , further comprising: rendering the subsystem of vertices. 6. The method of claim 1 , wherein the plurality of bones defines a hierarchical set of interconnected bones. 7. The method of claim 1 , further comprising: reducing a number of key frames when animating the object. 8. A computer system comprising: a processor; memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method for implementing a graphics pipeline, comprising: generating a plurality of bones for an object defining positioning relationships between bones in the plurality of bones, wherein the plurality of bones is used for computer generated animation of the object in a plurality of images of a virtual scene using the graphics pipeline; determining a subsystem of bones from the plurality of bones for the object, the subsystem of bones including less bones than the plurality of bones when representing the object in whole; determining a foveal region when rendering a current image of the virtual scene including the object using the graphics pipeline, wherein the foveal region corresponds to where an attention of a user is directed such that gaze of the user is focused on the foveal region for the current image; determining that at least one portion of the object is located in a peripheral region for the current image; and animating the object for the current image by applying a transformation to the subsystem of bones reflecting a change in positioning of bones in the subsystem of bones from a previous image to the current image, the subsystem of bones used for the animating based on the at least one portion of the object being located in the peripheral region away from the attention of the user, wherein the plurality of bones and a plurality of joints for connecting the plurality of bones define a bone hierarchy of the object, wherein the subsystem of bones including less bones is a reduced representation of the bone hierarchy. 9. The computer system of claim 8 , wherein the determining the subsystem of bones in the method includes: generating a system of vertices associated with the plurality of bones; generating a subsystem of vertices taken from the system of vertices; and assigning the subsystem of vertices to the subsystem of bones. 10. The computer system of claim 9 , wherein the assigning the subsystem of vertices in the method includes: forming a reduced set of vertices of a first bone and a second bone, wherein the reduced set of vertices is taken from a first set of vertices of the first bone and a second set of vertices of the second bone, wherein the reduced set of vertices defines less joints than a combination of the first and second sets of vertices. 11. The computer system of claim 9 , wherein the method further comprises: rendering the subsystem of vertices. 12. The computer system of claim 8 , wherein in the method the plurality of bones defines a hierarchical set of interconnected bones. 13. The computer system of claim 8 , wherein the method further comprises: reducing a number of key frames when animating the object. 14. A non-transitory computer-readable medium storing a computer program for implementing a graphics pipeline, the computer-readable medium comprising: program instructions for generating a plurality of bones for an object defining positioning relationships between bones in the plurality of bones, wherein the plurality of bones is used for computer generated animation of the object in a plurality of images of a virtual scene using the graphics pipeline; program instructions for determining a subsystem of bones from the plurality of bones for the object, the subsystem of bones including less bones than the plurality of bones when representing the object in whole; program instructions for determining a foveal region when rendering a current image of the virtual scene including the object using the graphics pipeline, wherein the foveal region corresponds to where an attention of a user is directed such that gaze of the user is focused on the foveal region for the current image; program instructions for determining that at least one portion of the object is located in a peripheral region for the current image; and program instructions for animating the object for the current image by applying a transformation to the subsystem of bones reflecting a change in positioning of bones in the subsystem of bones from a previous image to the current image, the subsystem of bones used for the animating based on the at least one portion of the object being located in the peripheral region away from the attention of the user, wherein the plurality of bones and a plurality of joints for connecting the plurality of bones define a bone hierarchy of the object, wherein the subsystem of bones including less bones is a reduced representation of the bone hierarchy. 15. The computer-readable medium of claim 14 , wherein the program instructions for determining the subsystem of bones includes: program instructions for generating a syste

Assignees

Inventors

Classifications

  • G06T13/00Primary

    Animation · CPC title

  • Processor architectures; Processor configuration, e.g. pipelining · CPC title

  • Determining position or orientation of objects or cameras (camera calibration G06T7/80) · CPC title

  • of image moments or centre of gravity · CPC title

  • Inspection of images, e.g. flaw detection · 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 US11107183B2 cover?
A method for implementing a graphics pipeline. The method includes generating a plurality of bones for an object defining positioning relationships between the bones. The method includes determining a subsystem of bones from the plurality of bones for the object. The method includes determining a foveal region when rendering an image of the virtual scene including the object, wherein the foveal…
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification G06T13/00. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Aug 31 2021 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 4 related publications on this page (citations in our corpus or others sharing the same primary CPC).