Computer graphics processing and selective visual display system – Computer graphics processing – Three-dimension
Reexamination Certificate
1998-02-21
2001-12-11
Brier, Jeffery (Department: 2672)
Computer graphics processing and selective visual display system
Computer graphics processing
Three-dimension
C345S215000
Reexamination Certificate
active
06329986
ABSTRACT:
BACKGROUND OF THE INVENTION
This invention relates to a system, apparatus and method for enabling rendering in a virtual environment and, particularly, a system, apparatus and method for enabling priority-based rendering in a virtual environment.
The high-volume, consumer electronics market segment is progressing toward the integration of computer-based advances and traditional audio/video products. Among the computer-based advances, networking systems (e.g., the Internet) offer new opportunities in diverse fields, including entertainment, education, information search, and social interaction. Traditional audio and video offers ease of use and consumer comfort and acceptance in the home, particularly the family room.
One approach to this integration would rely on virtual environments. Virtual environments comprise computer-generated, generally three-dimensional representations of a real, physical setting or scene. The setting/scene can be a city, a mall, an individual store, a building, a suite of offices, an individual office or some other space. The representations can be more or less realistic both in terms of their rendering of the real world and in terms of the human senses that are supported.
In any case, a virtual environment generally comprises virtual objects, the objects typically including entities that are animate or inanimate. Inanimate entities may include features of the environment, such as, for example, walls of a virtual office that are always inanimate walls in the office. Animate entities may include so-called avatars and bots. Bots, broadly, are images that, generally, operate autonomously from the participants, performing predetermined tasks or providing features within the environment. A bot can include, for example, a wall that transforms to deliver incoming messages. An avatar, by comparison, generally is an image that represents, and is controlled by, a participant. An avatar, typically supports one or more of body gestures, facial expressions, speech and motion.
However configured, a virtual environment generally beckons its participants to become immersed in the sensory experience it provides. To do so, the participants interact with the environment's objects. The quality of the participant's experience depends, broadly, on the quality of interaction supported by the environment. In that regard, studies of existing virtual environments have indicated that the quality of social interaction between participants is a dominant factor in determining whether participants are stimulated to repeatedly visit a virtual environment. The studies have also shown that the quality of social interactions depends on support, in avatars, of facial expressions, as well as other body language, generally associated with face-to-face encounters in the real world.
Notwithstanding the studies' findings, however, current virtual environments either fail to support or inadequately support social interaction between participants. To improve the quality of social interaction supported, several challenges are to be met. One such challenge is enabling control of resource loading and allocation, particularly without undermining the immersive and other qualities of the application. Particularly with communication and rendering of multimedia data, conventional virtual environments tend to overload and/or inadequately allocate resources. Such overloading and mis-allocation, in turn, generally impedes support of social interaction via multimedia, e.g. via speech, music, environmental sound, facial and gesture animation, and/or video.
Accordingly, a need exists, in the context of virtual environments, for a system that overcomes the shortcomings of conventional virtual environment technologies, particularly as to rendering and data communication.
SUMMARY OF THE INVENTION
An object of this invention is to provide a virtual environment that overcomes the shortcomings associated with rendering and data communication.
According to one aspect of the invention, a system is provided that comprises a priority component. The priority component determines priorities for avatars and objects, such that highest priority avatars/objects have (a) enhanced rendering (e.g., enhancement of resolution, frame rate, colors and/or other qualities) as to the senses and dimensions supported by the system and (b) enhanced quality of service from networks and operating systems. The priority component preferably is responsive to selected parameters, including, for example, one or more of (i) objects' relative positions, (ii) the direction, orientation and span of sense and focus spaces, (iii) participants' profiles, (iv) parameters set by developers and/or participants, (v) social parameters, (vi) economic features, e.g., cost structures and (vii) combinations of these and other selected parameters.
The various features of novelty which characterize the invention are pointed out with particularity in the claims annexed to and forming a part of this specification. For a better understanding of the invention, its operating advantages and specific objects attained by its use, reference should be made to the accompanying drawings and descriptive matter in which its preferred embodiments are illustrated and described, wherein like reference numerals identify the same or similar elements.
REFERENCES:
patent: 5736982 (1998-04-01), Suzuki et al.
patent: 5956039 (1999-09-01), Woods et al.
Brier Jeffery
Good-Johnson Motilewa
Tsiang Harold
U.S. Philips Corporation
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