Avatar eye control in a multi-user animation environment
First Claim
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1. A method for controlling an avatar'"'"'s gaze, the method comprising:
- modeling, in a computer memory, a digital representation of an avatar having a modeled eye capable of different gaze orientations, and a modeled scene;
fixing a first field of view for the modeled eye distinct from a second field of view defined by a viewpoint used for rendering the modeled scene for a user controlling the avatar, wherein the first field of view encompasses visual targets within a fixed portion of the modeled scene deemed to be visible to the avatar, and wherein the first field of view remains fixed irrespective of movement of the modeled eye; and
determining, by a computer, an automated sequence for the modeled eye to gaze at different selected ones of the visual targets in the first field of view based at least in part on comparing attractiveness values for the visual targets, wherein each of the attractiveness values pertains to a different one of the visual targets.
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Abstract
In a multi-participant modeled virtual reality environment, avatars are modeled beings that include moveable eyes creating the impression of an apparent gaze direction. Control of eye movement may be performed autonomously using software to select and prioritize targets in a visual field. Sequence and duration of apparent gaze may then be controlled using automatically determined priorities. Optionally, user preferences for object characteristics may be factored into determining priority of apparent gaze. Resulting modeled avatars are rendered on client displays to provide more lifelike and interesting avatar depictions with shifting gaze directions.
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Citations
20 Claims
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1. A method for controlling an avatar'"'"'s gaze, the method comprising:
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modeling, in a computer memory, a digital representation of an avatar having a modeled eye capable of different gaze orientations, and a modeled scene; fixing a first field of view for the modeled eye distinct from a second field of view defined by a viewpoint used for rendering the modeled scene for a user controlling the avatar, wherein the first field of view encompasses visual targets within a fixed portion of the modeled scene deemed to be visible to the avatar, and wherein the first field of view remains fixed irrespective of movement of the modeled eye; and determining, by a computer, an automated sequence for the modeled eye to gaze at different selected ones of the visual targets in the first field of view based at least in part on comparing attractiveness values for the visual targets, wherein each of the attractiveness values pertains to a different one of the visual targets. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 15)
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11. A non-transitory computer-readable medium encoded with instructions operative to cause a computer to perform the operations of:
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modeling, in a computer memory, a digital representation of an avatar having a modeled eye capable of different gaze orientations, and a modeled scene; fixing a first field of view for the modeled eye distinct from a second field of view defined by a viewpoint used for rendering the modeled scene for a user controlling the avatar, wherein the first field of view encompasses visual targets within a fixed portion of the modeled scene deemed to be visible to the avatar, and wherein the first field of view remains fixed irrespective of movement of the modeled eye; and determining, by a computer, an automated sequence for the modeled eye to gaze at different selected ones of the visual targets in the first field of view based at least in part on comparing attractiveness values for the visual targets, wherein each of the attractiveness values pertains to a different one of the visual targets. - View Dependent Claims (12, 13, 14, 16, 17, 18, 19, 20)
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Specification