Hyper-personalized game items

US12427424B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12427424-B2
Application numberUS-202217938322-A
CountryUS
Kind codeB2
Filing dateOct 5, 2022
Priority dateOct 5, 2022
Publication dateSep 30, 2025
Grant dateSep 30, 2025

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  1. Title

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  2. Abstract

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

Two dimensional images are converted to a 3D neural radiance field (NeRF), which is modified based on text personalized to a player and input to resemble the accoutrement for a character demanded by the text. A model scores how well an image matches a line of text to produce a final 3D NeRF, which may be converted to a polygonal mesh and imported into a computer simulation such as a computer game.

First claim

Opening claim text (preview).

What is claimed is: 1. A device comprising: at least one computer storage that is not a transitory signal and that comprises instructions executable by at least one processor to: generate, using a neural radiance field (NeRF) model, a base three dimensional (3D) asset from a plurality of two dimensional (2D) images; generate text input based on at least one of user information about a user of the base 3D asset or game information about a video game presenting the base 3D asset; use the text input to a Contrastive Language-Image Pre-training (CLIP) model to generate a modified 3D asset from the base 3D asset; and convert the modified 3D asset to a polygonal mesh representing a virtual character accoutrement for presentation of the virtual character accoutrement in at least one computer simulation; and cause the modified 3D asset to be presented on a display. 2. The device of claim 1 , wherein the CLIP model rates an image match to the text input. 3. The device of claim 2 , wherein the text input is derived from player information. 4. The device of claim 3 , wherein the player information comprises a title of at least one computer simulation. 5. The device of claim 1 , wherein the text input describes a character accoutrement. 6. The device of claim 5 , wherein the character accoutrement comprises a mask. 7. The device of claim 1 , wherein the instructions are executable to: generate the text input from a starting phrase using learned ensuing phrases. 8. The device of claim 1 , comprising the at least one processor. 9. The device of claim 1 , wherein the text input is based on interaction information about a user's answers to questions about the base 3D asset. 10. A method, comprising: generating, using a neural radiance field (NeRF) model, a base three dimensional (3D) asset from a plurality of two dimensional (2D) images; generating text input based on at least one of user information about a user of the base 3D asset or game information about a video game presenting the base 3D asset; using the text input to a Contrastive Language-Image Pre-training (CLIP) model to generate a modified 3D asset from the base 3D asset; and converting the modified 3D asset to a polygonal mesh representing a virtual character accoutrement for presentation of the virtual character accoutrement in at least one computer simulation; and causing the modified 3D asset to be presented on a display. 11. The method of claim 10 , wherein the CLIP model rates an image match to the text input. 12. The method of claim 11 , wherein the text input is derived from player information. 13. The method of claim 12 , wherein the player information comprises a title of at least one computer simulation. 14. The method of claim 10 , wherein the text input describes a character accoutrement. 15. The method of claim 14 , wherein the character accoutrement comprises a mask. 16. The method of claim 10 , further comprising: generating the text input from a starting phrase using learned ensuing phrases. 17. The method of claim 10 , comprising at least one processor. 18. The method of claim 10 , wherein the text input is based on interaction information about a user's answers to questions about the base 3D asset. 19. A non-transitory computer-readable medium storing a plurality of instructions that, when executed by one or more processors of a computing device, cause the one or more processors to perform operations to: generate, using a neural radiance field (NeRF) model, a base three dimensional (3D) asset from a plurality of two dimensional (2D) images; generate text input based on at least one of user information about a user of the base 3D asset or game information about a video game presenting the base 3D asset; use the text input to a Contrastive Language-Image Pre-training (CLIP) model to generate a modified 3D asset from the base 3D asset; and convert the modified 3D asset to a polygonal mesh representing a virtual character accoutrement for presentation of the virtual character accoutrement in at least one computer simulation; and cause the modified 3D asset to be presented on a display. 20. The non-transitory computer-readable medium of claim 19 , wherein the operations further comprise the CLIP model rating an image match to the text input.

Assignees

Inventors

Classifications

  • Finite element generation, e.g. wire-frame surface description, {tesselation} · CPC title

  • involving aspects of the displayed game scene · CPC title

  • adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title

  • A63F13/69Primary

    by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title

  • Assembling, disassembling · CPC title

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What does patent US12427424B2 cover?
Two dimensional images are converted to a 3D neural radiance field (NeRF), which is modified based on text personalized to a player and input to resemble the accoutrement for a character demanded by the text. A model scores how well an image matches a line of text to produce a final 3D NeRF, which may be converted to a polygonal mesh and imported into a computer simulation such as a computer game.
Who is the assignee on this patent?
Sony Interactive Entertainment LLC
What technology area does this patent fall under?
Primary CPC classification A63F13/69. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Sep 30 2025 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 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).