Object modeling for computer simulation and animation
First Claim
1. In a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a method of providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising:
- representing said entity with a data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic associated with said entity, said data structure further including information defining a state associated with said entity;
reading incoming messages pertaining to skid entity; and
executing actions based on said behavioral characteristic and said reading step to provide animated game play;
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second of said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
2 Assignments
0 Petitions
Accused Products
Abstract
Generic, abstract, encapsulated, expandable and maintainable techniques for modeling and animating computer graphics display objects can be used in a variety of different computer applications and platforms including, for example, video games developed for inexpensive home 3D video game platforms. An abstract simulation entity definition for use in real time computer simulation and animation encapsulates both the physical and behavioral characteristics of a display object. The simulation entity provides a unique “genetic plan” containing abstract attributes that may be shared among objects. Each simulation entity has the knowledge or know-how of common operations, and the ability to communicate with other simulation entities. Two separate class hierarchies may be used to differentiate between abstract components and physical components of simulation entities: an entity class hierarchy may be used to specify data structures and methods for behavior and communication; and an object class hierarchy may be used to define geometry and animation information and functions. A simulation entity can possess more than one set of object information. This allows the entity to change form (e.g., from a tiger to a bird) or perform multi-functionality during its lifetime. The simulation entity construct allows for more accurate modeling of the real world, supporting automation of simulation software production, and distributed and/or remote processing.
-
Citations
39 Claims
-
1. In a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a method of providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising:
-
representing said entity with a data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic associated with said entity, said data structure further including information defining a state associated with said entity;
reading incoming messages pertaining to skid entity; and
executing actions based on said behavioral characteristic and said reading step to provide animated game play;
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second of said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
-
-
9. A home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, the system for providing real time computer simulation and/or animation display of at least one entity at least in part in response to said user interaction, comprising:
-
a data storage element that stores at least one data structure representing said entity, said data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity;
said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic, and information defining a state of said entity;
a messaging facility that reads incoming messages pertaining to said entity; and
an executor coupled to said message reading facility, said executor executing actions based on said behavioral characteristic and said state to provided animated game play;
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16)
-
-
17. For use with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a data structure for use in generating a real time computer simulation and/or animation display based at least in part on said user interaction, said data structure comprising an entity class and at least one object class, said at least one object class defining:
-
plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity; and
said entity class defining at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity;
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance, and wherein said animated game play based on said data structure includes changing said entity between a humanoid appearance and other than said humanoid appearance. - View Dependent Claims (18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 35)
(a) master subclass, (b) simple actor subclass, (c) actor subclass, or (d) photographer subclass.
-
-
33. A data structure as in claim 17 wherein said physical characteristic-defining component corresponds to at least one of the following object classes:
-
(a) static object class, (b) animated object class, and (c) moving object class.
-
-
35. An animation authoring system as in claim 17 further including a converter that converts data in other formats to at least portions of said data structures.
-
34. An animation authoring system comprising:
-
an editor that constructs and edits data structures for use in generating a real time computer simulation and/or animation display, said data structures each comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, and said entity class defines at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity;
an animator that creates animation tables for use in connection with said behavioral characteristic-defining component;
a viewer that provides animation visualization based on said animation tables; and
a run time library that provides run time processing support, said runtime library adapted for use in connection with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game; and
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
-
-
36. An object oriented real time 3D home or portable video game playing graphics system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, said system further comprising:
-
a storage device storing an object oriented data structure defining at least one 3D display object, said object oriented data structure inheriting at least one characteristic from at least one other object oriented data structure, said object oriented data structure defining behavioral and appearance characteristics of said 3D display object and including an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity;
a graphics engine operatively coupled to said storage device, said graphics engine rendering said 3D display object based at least in part on said object oriented data structure and said at least one characteristic inherited thereby; and
a computation engine coupled to said storage device, said computation engine modifying said object oriented data structure at run time based at least in part on user interaction with said 3D computer graphics system to provide animated game play at least in part in response to user interaction;
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance. - View Dependent Claims (37, 38)
-
-
39. For use with a home or portable video game playing system of the type including a processor programmed to play an animated game, a display, and user-manipulable controls allowing a user to interact with said play of said game, a storage medium comprising:
-
a first storage area storing at least one data structure for use in generating a real time computer simulation and/or animation display, said data structure comprising an entity class and at least one object class, said at least one object class defining plural alternative physical characteristic-defining components corresponding to plural different physical appearances of said entity, and said entity class including at least one behavioral characteristic-defining component modeling at least one behavioral characteristic of said entity; and
a second storage area storing executable code for use in processing said data structure and providing animated game play at least in part in response to user interaction;
wherein a first of said plural alternative physical characteristic-defining components defines a humanoid appearance, and a second said plural alternative physical characteristic-defining components defines an appearance other than a humanoid appearance.
-
Specification