System, method and data structure for simulated interaction with graphical objects
First Claim
Patent Images
1. A method for simulating interaction with graphical objects, the method comprising:
- within a computing device comprising one or more processors, a memory, and one or more clocks, wherein the computing device is configured to transmit signals from the one or more processors to the memory, sending one or more signals from the processor to the memory to configure the memory to store a representation of a first scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes;
sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a second scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes;
sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a neutral scene graph, comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the second scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the second scene graph, and any sending one or more signals from the one or more processors to the memory to configure the memory to update the representation of the first scene graph at a first update rate timed by one of the one or more clocks; and
sending one or more signals from the one or more processors to the memory to configure the memory to update the representation of the second scene graph at a second update rate timed by one of the one or more clocks, the second update rate being substantially higher than the first update rate.
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Abstract
Object simulation and interaction of and between computer-generated or graphical objects in a virtual space includes neutral scene graphs, data structures and procedures for using such graphs and data structures.
125 Citations
20 Claims
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1. A method for simulating interaction with graphical objects, the method comprising:
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within a computing device comprising one or more processors, a memory, and one or more clocks, wherein the computing device is configured to transmit signals from the one or more processors to the memory, sending one or more signals from the processor to the memory to configure the memory to store a representation of a first scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a second scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a neutral scene graph, comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the second scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the second scene graph, and any sending one or more signals from the one or more processors to the memory to configure the memory to update the representation of the first scene graph at a first update rate timed by one of the one or more clocks; and sending one or more signals from the one or more processors to the memory to configure the memory to update the representation of the second scene graph at a second update rate timed by one of the one or more clocks, the second update rate being substantially higher than the first update rate. - View Dependent Claims (2, 3, 4, 5)
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6. A method for simulating interaction with graphical objects, the method comprising:
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within a computing device comprising one or more processors, a memory, and one or more clocks, wherein the computing device is configured to transmit signals from the one or more processors to the memory, sending one or more signals from the processor to the memory to configure the memory to store a representation of a first scene graph comprising a representation of a plurality of nodes and one or more interconnections between the plurality of nodes; sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a second scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a first neutral scene graph, comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the second scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the second scene graph; sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a third scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; and sending one or more signals from the one or more processors to the memory to configure the memory to store a representation of a second neutral scene graph, comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the third scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the third scene graph.
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7. A method for simulating interaction with graphical objects, the method comprising:
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within a computing device comprising one or more processors, a haptic device, and a memory, wherein the computing device is configured to transmit signals from the haptic device to the one or more processors, and to transmit signals from the one or more processors to the memory, sending one or more signals from the haptic device to the one or more processors, wherein the one or more signals represent geometric information about a plurality of real-world objects; sending one or more signals from the one or more processors to the memory to configure the memory to store one or more data structures comprising a plurality of virtual representations, each virtual representation uniquely associated with a real-world object from the plurality of real-world objects, and each virtual representation comprising geometric information associated with the real world object; determining if at least one contact state exists between a first virtual representation from the plurality of virtual representations and a second virtual representation from the plurality of virtual representations; if at least one contact state exists, determining if the at least one contact state meets a predetermined threshold number of required contact states between the first virtual representation and the second virtual representation, each of the at least one contact states being associated with a corresponding portion of the first virtual representation and a portion of the second virtual representation; if the at least one contact state meets a predetermined threshold number of contact states, determining if a minimum drop angle parameter is exceeded for each portion of the first virtual representation associated with the at least one contact state; if the minimum drop angle parameter is exceeded, sending a signal to indicate a grasp state associated with the second virtual representation; and if the minimum drop angle parameter is not exceeded, sending a signal to indicate a release state associated with the second virtual representation. - View Dependent Claims (8, 9, 10)
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11. An apparatus for simulating interaction with graphical objects, the apparatus comprising:
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a computing device comprising one or more processors, one or more data storage devices, and one or more clocks, wherein the computing device is configured to transmit signals from the one or more processors to the memory; means for sending one or more signals from the processor to the one or more data storage devices to configure the one or more data storage devices to store a representation of a first scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to store a representation of a second scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to store a representation of a neutral scene graph comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the second scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the second scene graph; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to update the representation of the first scene graph at a first update rate timed by one of the one or more clocks; and means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to update the representation of the second scene graph at a second update rate timed by one of the one or more clocks, the second update rate being substantially higher than the first update rate. - View Dependent Claims (12, 13, 14, 15)
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16. An apparatus for simulating interaction with graphical objects, the apparatus comprising:
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a computing device comprising one or more processors, one or more data storage devices, and one or more clocks, wherein the computing device is configured to transmit signals from the one or more processors to the memory; means for sending one or more signals from the processor to the one or more data storage devices to configure the one or more data storage devices to store a representation of a first scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to store a representation of a second scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to store a representation of a first neutral scene graph comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the second scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the second scene graph; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to store a representation of a third scene graph comprising a representation of a plurality of nodes and of one or more interconnections between one or more of the plurality of nodes; means for sending one or more signals from the one or more processors to the one or more data storage devices to configure the one or more data storage devices to store a representation of a second neutral scene graph, comprising a representation of a plurality of associations between each node from the plurality of nodes of the first scene graph and a node from the plurality of nodes of the third scene graph, wherein each association is independent of any interconnections of the first scene graph and any interconnections of the third scene graph.
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17. An apparatus for simulating interaction with graphical objects, the apparatus comprising:
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one or more data storage devices; means for uniquely associating a plurality of real-world objects with a plurality of virtual representations stored in the one or more data storage devices, each virtual representation from the plurality of virtual representations being a representation of its associated real-world object from the plurality of real-world objects; means for determining if at least one contact state exists between a first virtual representation from the plurality of virtual representations and a second virtual representation from the plurality of virtual representations; means for, if at least one contact state exists, determining if the at least one contact state meets a predetermined threshold number of required contact states between the first virtual representation and the second virtual representation, each of the at least one contact states being associated with a corresponding portion of the first virtual representation and a portion of the second virtual representation; means for, if the at least one contact state meets a predetermined threshold number of contact states, determining if a minimum drop angle parameter is exceeded for each portion of the first virtual representation associated with the at least one contact state; means for, if the minimum drop angle parameter is exceeded, sending a signal to indicate a grasp state associated with the second virtual representation; and means for, if the minimum drop angle parameter is not exceeded, sending a signal to indicate a release state associated with the second virtual representation. - View Dependent Claims (18, 19, 20)
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Specification