IMAGE-BASED DEFORMATION OF SIMULATED CHARACTERS OF VARIED TOPOLOGY
First Claim
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1. A method comprising:
- receiving, by a processing device, a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color;
receiving, by the processing device, a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation for the simulated character and the second image comprising graphical displacement mapping information for a second topology of deformation for the simulated character, wherein the graphical displacement mapping information comprises a maximum displacement in three-dimensional (3D) space that may be applied to a portion of the graphical asset;
determining a pixel location in the first image and the second image in view of the deformation map texture coordinate of the vertex data;
identifying a first color value at the pixel location of the first image and a second color value at the pixel location of the second image;
calculating a total displacement value for the portion of the graphical asset in view of the first color and the second color; and
deforming, by the processing device, the portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset.
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Abstract
A graphical asset associated with a simulated character of a video game is received. A first image and a second image associated with the simulated character are subsequently received, the first image comprising graphical displacement mapping information for a first topology of image deformation and the second image comprising graphical displacement mapping information for a second topology of deformation. A portion of the graphical asset is then deformed using the graphical displacement mapping information from the first image and the second image to change the 3D geometry of the portion of the graphical asset.
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Citations
20 Claims
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1. A method comprising:
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receiving, by a processing device, a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color; receiving, by the processing device, a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation for the simulated character and the second image comprising graphical displacement mapping information for a second topology of deformation for the simulated character, wherein the graphical displacement mapping information comprises a maximum displacement in three-dimensional (3D) space that may be applied to a portion of the graphical asset; determining a pixel location in the first image and the second image in view of the deformation map texture coordinate of the vertex data; identifying a first color value at the pixel location of the first image and a second color value at the pixel location of the second image; calculating a total displacement value for the portion of the graphical asset in view of the first color and the second color; and deforming, by the processing device, the portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. An apparatus, comprising:
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a memory to store instructions; and a processing device, operatively coupled to the memory, to execute the instructions, wherein the processing device is to; receive a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color; receive a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation for the simulated character and the second image comprising graphical displacement mapping information for a second topology of deformation for the simulated character, wherein the graphical displacement mapping information comprises a maximum displacement in three-dimensional (3D) space that may be applied to a portion of the graphical asset; determine a pixel location in the first image and the second image in view of the deformation map texture coordinate of the vertex data; identify a first color value at the pixel location of the first image and a second color value at the pixel location of the second image; calculate a total displacement value for the portion of the graphical asset in view of the first color and the second color; and deform the portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset. - View Dependent Claims (9, 10, 11, 12)
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13. A non-transitory computer readable storage medium, having instructions stored therein, which when executed by a processing device, cause the processing device to:
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receive, by the processing device, a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color; receive, by the processing device, a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation for the simulated character and the second image comprising graphical displacement mapping information for a second topology of deformation for the simulated character, wherein the graphical displacement mapping information comprises a maximum displacement in three-dimensional (3D) space that may be applied to a portion of the graphical asset; determine a pixel location in the first image and the second image in view of the deformation map texture coordinate of the vertex data; identify a first color value at the pixel location of the first image and a second color value at the pixel location of the second image; calculate a total displacement value for the portion of the graphical asset in view of the first color and the second color; and deform, by the processing device, the portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset. - View Dependent Claims (14, 15, 16)
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17. A non-transitory computer readable storage medium, having instructions stored therein, which when executed by a processing device, cause the processing device to:
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receive, by the processing device, a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color; receive, by the processing device, a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation and the second image comprising graphical displacement mapping information for a second topology of deformation; and deform, by the processing device, a portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset. - View Dependent Claims (18, 19, 20)
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Specification