Apparatuses, methods, computer programming, and propagated...

Computer graphics processing and selective visual display system – Computer graphics processing – Animation

Reexamination Certificate

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C700S061000

Reexamination Certificate

active

06714201

ABSTRACT:

TABLE OF CONTENTS
1. RELATED APPLICATIONS . . .
2. FIELD OF THE INVENTION . . .
3. BACKGROUND OF THE INVENTION . . .
4. SUMMARY OF THE INVENTION . . .
5. DESCRIPTION OF THE DRAWINGS . . .
6. DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS . . .
6.1 OVERVIEW . . .
6.1.1 The OpenMotion System . . .
6.1.2 The API And Its Relation To Application, Modeling, and Rendering Programs . . .
6.1.3 The Run Time Engine . . .
6.1.4 The Motion Translator, the OpenMotion Format, ClipMotions and the CMF . . .
6.1.5 Motion-Enabled Objects . . .
6.1.6 Encryption . . .
6.1.7 Motion Editor/Viewer . . .
6.1.8 Description Of The Types Of Motions Supported By The System . . .
6.2 OPENMOTION API PROGRAMMER's GUIDE . . .
6.2.1 Scope . . .
6.2.2 Overview . . .
6.2.2.1 Namespace . . .
6.2.2.2 Update loop . . .
6.2.2.2.1 Loop in application . . .
6.2.2.2.2 Loop in graphic system . . .
6.2.3 Principal types . . .
6.2.4 Expressions . . .
6.2.4.1 Values . . .
6.2.4.2 Notation . . .
6.2.4.3 Predefined values . . .
6.2.4.4 Vars . . .
6.2.4.5 Callbacks . . .
6.2.4.6 Temporal predicates . . .
6.2.5 Motions . . .
6.2.5.1 Parameters . . .
6.2.5.1.1 Initial conditions . . .
6.2.5.1.2 Behavior . . .
6.2.5.2 Attributes . . .
6.2.5.2.1 Current Attributes Of Motion . . .
6.2.5.2.2 Predict . . .
6.2.5.2.3 Boundary . . .
6.2.5.3 Complex Motions . . .
6.2.5.3.1 Hierarchy . . .
6.2.5.3.2 Blending . . .
6.2.6 Behaviors . . .
6.2.6.1 Interactive controllers . . .
6.2.6.2 Constant controllers . . .
6.2.6.3 Reset parameter . . .
6.2.6.4 States and transitions . . .
6.2.6.5 Assignments and callbacks . . .
6.2.6.6 Attributes and predicates . . .
6.2.7 Boundaries . . .
6.2.7.1 Primitive shapes . . .
6.2.7.2 Attributes . . .
6.2.7.3 Composite boundaries . . .
6.2.7.4 Expressions . . .
6.2.7.5 Predicates . . .
6.2.7.6 Behaviors . . .
6.2.8 Examples . . .
6.2.8.1 Swing . . .
6.2.8.2 Two balls bouncing in box . . .
6.2.8.3 Motion Derivatives . . .
6.2.8.4 Motion Blending . . .
6.2.8.5 Boundary Bounce . . .
6.3 OPENMOTION FORMAT . . .
6.3.1 Notation . . .
6.3.2 Syntax Specification . . .
6.3.3 Examples . . .
6.3.3.1 The Simplest Motion . . .
6.3.3.2 Velocity Controller Restricted To Plane . . .
6.3.3.3 Flag waving (hierarchical motion) . . .
6.3.3.4 One ball bouncing in box . . .
6.3.3.5 Two balls bouncing in box . . .
6.3.3.6 Harmonic (spring) motion . . .
6.3.3.7 Circular motion . . .
6.3.3.8 Orbital motion . . .
6.4 OPENMOTION LIBRARY: MOTIONS AND INTERFACES FOR ACTIONS . . .
6.4.1 Overview . . .
6.4.2 Foundation Motions for Action Definition . . .
6.4.2.1 Atomic Motions . . .
6.4.2.2 Composite Motions . . .
6.4.2.3 Reactive Motions . . .
6.4.2.4 Deformations . . .
6.4.2.5 New Motions . . .
6.4.2.6 Saved Motions . . .
6.4.2.7 Serial Motions . . .
6.4.2.8 eMotions . . .
6.4.2.9 Special or Behavioral Motions . . .
6.4.2.10 Controlled Motions . . .
6.4.3 Dialog Boxes . . .
6.4.3.1 Atomic Motions . . .
6.4.3.1.1 Basic Parameters . . .
6.4.3.1.2 Advanced Parameters . . .
6.4.3.1.3 Temporal Parameters . . .
6.4.3.1.4 Specialized Parameters . . .
6.4.3.2 Composite Motions . . .
6.4.3.3 New Motions. . . .
6.4.3.4 Wind Controller . . .
6.4.3.5 Sway Controller . . .
6.4.3.6 Other Controllers . . .
7. MOJO EDITOR . . .
8. 3D MODELS AND MOTION E-COMMERCE SITE . . .
9. 3D NETWORKED GAME . . .
10. ADDITIONAL INTERACTIVE CAPABILITIES OF TREE VIEW . . .
11. THE INVENTION IS NOT LIMITED TO THE EMBODIMENTS DESCRIBED ABOVE . . .
12. WHAT WE CLAIM IS: . . .
2. FIELD OF THE INVENTION
The invention relates to the modeling of motion in computer applications.
3. BACKGROUND OF THE INVENTION
3D graphics is a significant technology. Originally it was largely the domain of specialized applications, primarily in technical and scientific fields, such as computer aided design, manufacturing and engineering analysis (“CAD/CAM/CAE”), running on computer workstations and high-end personal computers (“PCs”). However, as more powerful and faster microprocessors have become available at significantly lower cost, the number of computers and other electronic systems capable of taking advantage of 3D graphics has grown exponentially, to the extent that today 3D processing capabilities are available on most all new computers, and also on specialized 3D graphics entertainment systems that cost less than $500.
As a consequence, the demand for 3D graphics is growing not only in CAD/CAM/CAE and the technical and scientific fields, but also in important new markets such as digital media content creation for games, educational software, entertainment software, graphic arts, and corporate desktop.
In response to the growing interest and demand for 3D graphics capabilities, the industry has seen significant advances in software enabling technologies. In basic terms, a 3D graphics development system can be seen as requiring four primary functional capabilities: a) a 3D modeling to create 3D objects or scenes; b) a 3D rendering to adequately display the 3D objects or scenes with as much realism as possible; c) a 3D motion generation and control that includes spatial manipulation of 3D objects and navigation within 3D scenes; and d) a graphical user interface to allow programmers and users to readily access and use the 3D functional capabilities.
In the last few decades, progress in 3D modeling has been evident. In the 1970s modeling applications generated objects using triangles and quadrilaterals and in the 1980s modelers were able to generate objects using triangle meshes and elementary splines, such as Bezier splines. In the 1990s 3D development applications have generated 3D objects and scenes using more complex splines such as Non-Uniform Rational B-splines (“NURBS”) and parametric solid geometry.
These advancements in 3D modeling have not only provided the ability to create richer more realistic 3D models and scenes, but have also made the 3D model building task easier and faster. For example, in parametric solid modeling, applications provide the ability to generate models that can be automatically sized and changed in a few lines of code or through pull-down menus while the model retains its fundamental attributes, and in 3D surface applications the technology exists to program sophisticated organic shapes in a few lines of code or through pre-defined pull-down menus. As a consequence, 3D development applications incorporating these advanced 3D modeling technologies have emerged as significant productivity tools for developers.
Advancement in 3D rendering technology is evident as well. In the 1970s renderers displayed 3D graphics models and scenes using mainly flat shaded triangles (“Gouraud shading”). In the 1980s this advanced to include the use of multiple light sources and complex lighting models (“Phong shading”). In the 1990s came the emergence of renderers that offer complex lighting model capabilities such as radiosity, as well as enhanced rendering attributes that made 3D scenes more realistic, such as the ability to create and display transparency, smoke and fog characteristics. The 1990s also saw the emergence of faster and more sophisticated texture mapping technology, including real-time 3D painting capabilities.
Again, these advances in rendering technology, along with advances in microprocessor capabilities, has resulted in the emergence of 3D rendering systems that allow easier, faster and better programming in 3D. It has also included the emergence of open standard application program interfaces (“APIs) for rendering, such as OpenGL from Silicon Graphics and more recently Direct3D from Microsoft. These open standard rendering APIs have encouraged the establishment of more 3D development environments capable of delivering 3D programs with richer 3D capabilities as well as portability and extendibility.
The adoption of a graphical user interface (“GUI”) as a means of making a computer easier to use has evolved dramatically over the past two decades, from the somewhat limited text-based key-stroke commands of the 1960s, 70s, and early 80s, to the current prolific use of mouse and keyboard-operated GUIs of today. The Apple Macintosh and Microsoft Windows op

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