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 a first avatar having at least one modeled eye capable of different gaze orientations, and a modeled scene;
directing the first avatar'"'"'s gaze at least in part by autonomous gaze control;
identifying a moving object within the modeled scene;
determining whether the moving object is within a field of view of the first avatar; and
if the moving object is within the field of view of the first avatar, changing a likelihood that the autonomous gaze control of the first avatar will direct a gaze of the first avatar to look at the moving object;
wherein a length of time that the likelihood that the autonomous gaze control of the first avatar will direct the gaze of the first avatar to look at the moving object is altered based at least in part on a size of the moving object.
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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 a first avatar having at least one modeled eye capable of different gaze orientations, and a modeled scene; directing the first avatar'"'"'s gaze at least in part by autonomous gaze control; identifying a moving object within the modeled scene; determining whether the moving object is within a field of view of the first avatar; and if the moving object is within the field of view of the first avatar, changing a likelihood that the autonomous gaze control of the first avatar will direct a gaze of the first avatar to look at the moving object; wherein a length of time that the likelihood that the autonomous gaze control of the first avatar will direct the gaze of the first avatar to look at the moving object is altered based at least in part on a size of the moving object. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A method for controlling an avatar'"'"'s field of view, the method comprising:
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modeling, in a computer memory, a digital representation of a first avatar having at least one modeled eye capable of different gaze orientations, and a modeled scene; calculating the first avatar'"'"'s field of view based at least in part on a direction of the avatar'"'"'s gaze; changing the first avatar'"'"'s field of view based at least in part on movement of the first avatar'"'"'s gaze; wherein the movement of the first avatar'"'"'s gaze is based at least in part on a likelihood that an autonomous gaze control will direct the first avatar'"'"'s gaze to a moving object within the avatar'"'"'s field of view; and wherein a length of time that the likelihood that the autonomous gaze control will direct the gaze of the first avatar to look at the moving object is altered based at least in part on a size of the moving object; and transmitting to other users of the modeled scene a gaze orientation of the avatar. - View Dependent Claims (10, 11, 12, 13)
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14. A method for controlling an avatar'"'"'s gaze, the method comprising:
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modeling, in a computer memory, a digital representation of a first avatar having at least one modeled eye capable of different gaze orientations, and a modeled scene; directing the first avatar'"'"'s gaze at least in part by autonomous gaze control; identifying a sound within the modeled scene; determining whether the sound originates from a point that is within a field of view of the first avatar; and if the sound originates from a point that is within a field of view of the first avatar, changing a likelihood that the autonomous gaze control of the first avatar will direct the gaze of the first avatar to look in the direction of the point from which the sound originates; wherein the likelihood that the autonomous gaze control of the first avatar will direct the gaze of the first avatar to look in the direction of the point from which the sound originates is altered based at least in part on the movement of the sound source. - View Dependent Claims (15, 16, 17, 18, 19, 20)
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Specification