Controlling objects in a virtual environment

US9724600B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-9724600-B2
Application numberUS-201113281596-A
CountryUS
Kind codeB2
Filing dateOct 26, 2011
Priority dateJun 6, 2011
Publication dateAug 8, 2017
Grant dateAug 8, 2017

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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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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

Methods, systems, and computer-storage media having computer-usable instructions embodied thereon, for controlling objects in a virtual environment are provided. Real-world objects may be received into a virtual environment. The real-world objects may be any non-human object. An object skeleton may be identified and mapped to the object. A user skeleton of the real-world user may also be identified and mapped to the object skeleton. By mapping the user skeleton to the object skeleton, movements of the user control the movements of the object in the virtual environment.

First claim

Opening claim text (preview).

What is claimed is: 1. One or more computer storage hardware devices storing computer-useable instructions that, when used by one or more computing devices, cause the one or more computing devices to perform a method, the method comprising: identifying an object in a virtual environment; identifying an object skeleton to associate with the object, the object skeleton being identified based on one or more properties of the object; mapping the object skeleton to the object, the object skeleton being a pre-defined template having one or more joint angles, a joint angle representing a degree of an angle between one or more joints; receiving a user skeleton, the user skeleton being an image of a skeleton of a user having one or more joint angles; and mapping the user skeleton to the object skeleton such that the object is controlled by the user, the mapping of the user skeleton to the object skeleton comprising: mapping a joint position of the user skeleton to a joint scale of the object skeleton, the object being stretched in response to movement of the joint position, and mapping at least one of the one or more joint angles of the user skeleton to control a multi-angle animation, the joint position controlling multiple joints of the object in a non-linear fashion. 2. The one or more computer storage hardware devices of claim 1 , wherein the object is a non-human object. 3. The one or more computer storage hardware devices of claim 1 , wherein the mapping of the object skeleton to the object comprises: identifying a center of the object skeleton; identifying a center of mass of the object; and imposing the center of the object skeleton onto the center of mass of the object. 4. The one or more computer storage hardware devices of claim 3 , further comprising: resizing the object to fit the object skeleton. 5. The one or more computer storage hardware devices of claim 4 , wherein resizing the object to fit the object skeleton comprises: aligning a bottom of the object with a bottom of the object skeleton; and aligning a top of the object with a top of the object skeleton such that the top of the object skeleton is a predetermined distance below the top of the object. 6. The one or more computer storage hardware devices of claim 5 , wherein the predetermined distance below the top of the object is ten percent (10%) below the top of the object. 7. The one or more computer storage hardware devices of claim 1 , wherein the object is a real-world object that has been digitized and received in the virtual environment. 8. The one or more computer storage hardware devices of claim 1 , wherein the object is controlled by the user such that the object's movements mirror those of the user. 9. A system for controlling objects in a virtual environment, comprising: a computing device associated with one or more processors and one or more computer-readable storage media; a data store coupled with the computing device; and a controlling engine that identifies an object; identifies one or more skeletons including a user skeleton and an object skeleton, each skeleton having one or more joint angles, a joint angle representing a degree of an angle between one or more joints, the object skeleton being identified based on one or more properties of the object; maps the one or more joint angles of the user skeleton to the corresponding one or more joint angles of the object skeleton; maps a joint position of the user skeleton to a joint scale of the object skeleton, the object being stretched in response to movement of the joint position, and uses the one or more joint angles of the user skeleton to control a multi-angle animation so that the joint position controls multiple joints of the object in a non-linear fashion; and manages the object skeleton such that the object is manipulated to mirror movements of the user skeleton. 10. The system of claim 9 , wherein the object is a non-human object. 11. The system of claim 9 , wherein the controlling engine identifies the user skeleton from a plurality of template poses by comparing a pose of a user with the plurality of template poses and identifying one of the plurality of template poses that corresponds with the pose of the user. 12. The system of claim 9 , wherein the controlling engine is further configured to map the object skeleton to the object. 13. The system of claim 9 , wherein the controlling engine operates in real-time. 14. The system of claim 9 , wherein the object skeleton is identified from a plurality of template object skeletons by comparing properties of the object with the plurality of template object skeletons. 15. One or more computer storage hardware devices storing computer-useable instructions that, when used by one or more computing devices, cause the one or more computing devices to perform a method, the method comprising: identifying an object in a virtual environment, the object being a real-world object that has been digitized into a virtual form; creating an object skeleton to associate with the object in real-time based on degree of freedom of a user; mapping an object skeleton to the object by identifying a center of mass of the object and imposing a center of the object skeleton onto the center of mass of the object, the object skeleton being a pre-defined template; resizing the object to correspond to a size of the object skeleton such that a bottom of the object skeleton is aligned with a bottom of the object; receiving a user skeleton, the user skeleton being a skeleton of the user, the user skeleton being identified by a pose of the user, user skeleton information comprising one or more joint angles of the pose; mapping the user skeleton to the object skeleton such that one or more joint angles of the object skeleton mirror at least one of the one or more joint angles of the pose, a joint angle representing a degree of an angle between one or more joints, the object being stretched in response to movement of a joint position of the user skeleton pose, and the one or more joint angles of the user skeleton controlling a multi-angle animation, the joint position controlling multiple joints of the object in a non-linear fashion; identifying a movement of the user; and in response to identifying the movement of the user, moving the object such that the object's movements mirror the movement of the user. 16. The one or more computer storage hardware devices of claim 15 , wherein the mapping is performed in real-time. 17. The one or more computer storage hardware devices of claim 15 , wherein the user skeleton is mapped to the object each time a user movement is detected. 18. The one or more computer storage hardware devices of claim 15 , wherein receiving the user skeleton comprises: identifying the user within an image; comparing a pose of the user with a plurality of template poses; identifying a template pose of the plurality of template poses that corresponds to the pose of the user; and identifying one or more joint angles of the template pose. 19. The one or more computer storage hardware devices of claim 18 , wherein the mapping of the user skeleton to the object skeleton includes associating the one or more joint angles of the template pose with the object skeleton such that the object skeleton's one or more joint angles mirror the one or more joint angles of the template pose representing the user. 20. The one or more computer storage hardware devices of claim 15 , wherein the object is an inanimate object.

Assignees

Inventors

Classifications

  • for animating game characters, e.g. skeleton kinematics · CPC title

  • for mapping control signals received from the input arrangement into game commands · CPC title

  • Involving elements of the real world in the game world, e.g. measurement in live races, real video · CPC title

  • comprising photodetecting means, e.g. a camera · CPC title

  • A63F13/40Primary

    Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment · CPC title

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What does patent US9724600B2 cover?
Methods, systems, and computer-storage media having computer-usable instructions embodied thereon, for controlling objects in a virtual environment are provided. Real-world objects may be received into a virtual environment. The real-world objects may be any non-human object. An object skeleton may be identified and mapped to the object. A user skeleton of the real-world user may also be identi…
Who is the assignee on this patent?
Willoughby Christopher Harley, Evertt Jeffrey Jesus, Clark Justin Avram, and 4 more
What technology area does this patent fall under?
Primary CPC classification A63F13/40. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Aug 08 2017 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).