Hyper-personalized game items

US2024115954A1 · US · A1

Patent metadata
FieldValue
Publication numberUS-2024115954-A1
Application numberUS-202217938322-A
CountryUS
Kind codeA1
Filing dateOct 5, 2022
Priority dateOct 5, 2022
Publication dateApr 11, 2024
Grant date

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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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 a neural radiance field (NeRF) from plural images; use text input to a Contrastive Language-Image Pre-training (CLIP) model to generate a modified NeRF from the base NeRF; and convert the modified NeRF to a polygonal mesh representing a virtual character accoutrement for presentation of the accoutrement in at least one computer simulation. 2 . The device of claim 1 , wherein the CLIP model rates an image match to the text. 3 . The device of claim 2 , wherein the text 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 describes a character accoutrement. 6 . The device of claim 5 , wherein the accoutrement comprises a mask. 7 . The device of claim 1 , wherein the instructions are executable to: generate the text from a starting phrase using learned ensuing phrases. 8 . The device of claim 1 , comprising the at least one processor. 9 . An apparatus comprising: at least one processor programmed with instructions to: receive a text description, personalized to player data, of an accoutrement; based at least in part on the text description, generate a virtual three dimensional (3D) accoutrement in less than two minutes after receipt of the text description; and present the virtual accoutrement on a display. 10 . The apparatus of claim 9 , wherein the instructions are executable to: generate the virtual accoutrement in less than one minute after receipt of the text description. 11 . The apparatus of claim 9 , wherein the virtual accoutrement comprises a modified neural radiance field (NeRF). 12 . The apparatus of claim 11 , wherein the modified NeRF comprises a modified NeRF comprising a hash table. 13 . The apparatus of claim 11 , wherein the instructions are executable to: use text input to a Contrastive Language-Image Pre-training (CLIP) model to generate the modified NeRF from a base NeRF; and convert the modified NeRF to a polygonal mesh representing a virtual accoutrement for presentation of the virtual virtual accoutrement in at least one computer simulation. 14 . The apparatus of claim 13 , wherein the CLIP model rates an image match to the text. 15 . The apparatus of claim 9 , wherein the instructions are executable to: use a machine learning (ML) model to generate the virtual accoutrement by minimizing a loss indication in matching the descriptive text. 16 . The apparatus of claim 15 , wherein the ML model comprises at least one fully connected deep network. 17 . The apparatus of claim 15 , wherein input to the ML model comprises values representing three spatial dimensions and two viewing dimensions and output of the ML model comprises volume density and view-dependent emitted radiance. 18 . A method comprising: receiving text based on data pertaining to a player of a computer simulation; and generating a neural radiance field based on the text starting from a base model.

Assignees

Inventors

Classifications

  • A63F13/69Primary

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

  • involving aspects of the displayed game scene · CPC title

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

  • G06T13/205Primary

    driven by audio data · CPC title

  • of characters, e.g. humans, animals or virtual beings · CPC title

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Frequently asked questions

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What does patent US2024115954A1 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 Thu Apr 11 2024 00:00:00 GMT+0000 (Coordinated Universal Time) (A1). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 10 related publications on this page (citations in our corpus or others sharing the same primary CPC).