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Method and system to create three-dimensional mapping in a two-dimensional game

  • US 8,840,466 B2
  • Filed: 04/20/2012
  • Issued: 09/23/2014
  • Est. Priority Date: 04/25/2011
  • Status: Active Grant
First Claim
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1. A system enabling a game application, characterizable in at least three game-world (xv, Yv, zv) coordinates and an implicit fourth (tv) time coordinate, and executed by a game device coupled to a display, to respond to at least a natural gesture three-dimensional (xw, yw, zw) input and an implicit fourth (tw) time input generated from a player interacting with said game application to enable said game application to present player-interactable depth on said display, the system comprising:

  • said display, coupled to said system to render images commensurate with player interaction with said game application;

    an optical acquisition system to acquire at least three-dimensional (xw, yw, zw, tw) data representing player interaction with said game application;

    means for recognizing from sensed at least said (xw, yw, zw, tw) data acquired by said optical acquisition system at least one player gesture;

    said optical acquisition system to acquire at least three-dimensional (xw, yw, zw, tw) data and said means for recognizing from sensed at least said (xw, yw, zw, tw) data including at least spaced-apart first and second two-dimensional cameras whose overlapping fields of view acquire images including data representing potential landmark points and data imaging at least a portion of interaction by said player with said game application;

    executable software, coupled to said first and second two-dimensional cameras, to represent said player from acquired said images using as least some said landmark points from which at least one user gesture is discernible;

    means for mapping acquired said (xw, yw, zw, tw) and virtual game-world (xv, yv, zv, tv) coordinates into a unified four dimensional scaled coordinate system (xu, yu, zu, tu);

    means for using at least one of mapped and scaled said unified-world (xu, yu, zu, tu) coordinates to cause said game application to react to said (xw, yw, zw) data acquired by said optical acquisition system; and

    means for causing, said game application to render at least one image on said display responsive to said means for using;

    wherein said display and game interaction is rendered from a perception viewpoint of said player; and

    wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation.

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