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Image-based deformation of simulated characters of varied topology

  • US 9,892,540 B2
  • Filed: 03/07/2017
  • Issued: 02/13/2018
  • Est. Priority Date: 08/01/2014
  • Status: Active Grant
First Claim
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1. A method comprising:

  • receiving, by a processing device, a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color;

    receiving, by the processing device, a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation for the simulated character and the second image comprising graphical displacement mapping information for a second topology of deformation for the simulated character, wherein the graphical displacement mapping information comprises a maximum displacement in three-dimensional (3D) space that may be applied to a portion of the graphical asset;

    determining a pixel location in the first image and the second image in view of the deformation map texture coordinate of the vertex data;

    identifying a first color value at the pixel location of the first image and a second color value at the pixel location of the second image;

    calculating a total displacement value for the portion of the graphical asset in view of the first color and the second color; and

    deforming, by the processing device, the portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset.

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