A real-time interactive entertainment device includes a host processor for controlling the operation of the device, a communicating device for receiving object based image data, and a real-time object (RTO) processor connected to the communication device for generating alterable animation image data based upon received object based image data and/or data stored within the device. The real-time object processor generates animation image data at a rate suitable for display in a HDTV system, and generates HDTV signals from the animated image data.
A system provides real-time previsualization of effects to be added to high definition (HD) video data and real-time rendering of the HD video data including the added effects. The computer based system for editing high definition television (HDTV) resolution video includes a high definition video system connected to a standard definition video system and a high definition storage system. A resizer reformats the high definition video data to standard definition resolution for real-time processing and previsualization.
A virtual world computer process includes portable virtual token objects that can be used by on-line users of the virtual world to facilitate exchange of goods and services within the virtual world. In particular, client-server computer processes are provided for the virtual world that allow on-line users to conduct activities within the virtual world including getting, putting, giving, and receiving portable virtual token objects as well as other portable virtual objects. Each on-line user is represented in the graphic user interface by a virtual avatar object. Token objects are put into circulation by virtual ATM objects. A virtual ATM object allows a user to obtain a balance, deposit tokens, and withdraw tokens. A vendroid object is an object that sells portable virtual items in exchange for tokens deposited by avatars. Different virtual items have different values, and vendroids do not all have the same virtual items for sale. In the virtual world, a lurker is represented in a locale by a ghost object. An icon is present, i.e, an eye-in-the-sky, in a locale, whenever a ghost object, or ghost objects are present. Ghost objects have anonymity, i.e. their names are not known to avatars of the locale, and have limited interaction choices. A ghost object cannot talk or think to other avatars. A ghost object retains the ability to transmit private "ESP" messages to other avatars.
A new class of avatars ("organizational avatars") created in accordance with the present invention holds a value or a significance independent from their use in a virtual environment, unlike the generic avatars whose value is limited to their being used in a chatroom. For example, an organizational avatar may be in the image of a trademark (which may be copyrighted), such as Mickey Mouse, Colonel Sanders, or Pikachu (a Pokemon character). The organizational avatars may represent certain organizations, typically the organizations that own trademark and/or copyright rights to the images used to form the avatars in virtual environments. Therefore, users of virtual environments can interface various companies by interacting with organizational avatars. Alternatively, organizational avatars may represent users independent of the organization, but under a contract with the organization that owns the image the avatars depict. By using organizational avatars, companies of all sizes can increase their interactivity with customers, advertise cost effectively, and promote a positive image for their products. Tiles are used to provide faster download of a chatroom's background. Tiles also allow rapid generation of a chatroom's background, eliminating the need to use a graphics editor.
A character is represented in a character generator as a set of polygons. The character may be manipulated using three-dimensional animation techniques. A code for a character may be used to access a set of curves defining the outline of the character. This set of curves is transformed into a set of polygons. The set of polygons may be rendered as a three-dimensional object. The set of polygons may be created by converting the curves into sets of connected line segments and then tessellating the polygon defined by the line segments. Animation properties are represented using a normalized scale over time. Animation may be provided in a manner that is independent of the spatial and temporal resolution of the video to which it is applied. Such animation may be applied to characters defined by a set of polygons. A user interface for editing a character string may provide two alternate displays. A first display allows a user to input and view any desired portion of the character string for the purpose of editing. A second display allows a user to view how the character string appears at a selected point in time during a titling effect for the purpose of animation. In both displays, the text is displayed in a three-dimensional form. This interface may be combined with a timeline editing interface for editing an associated video program, or other user interface, to permit layering of titling effects and adjustment of animation properties and timing.
A character is represented in a character generator as a set of polygons. The character may be manipulated using three-dimensional animation techniques. A code for a character may be used to access a set of curves defining the outline of the character. This set of curves is transformed into a set of polygons. The set of polygons may be rendered as a three-dimensional object. The set of polygons may be created by converting the curves into sets of connected line segments and then tessellating the polygon defined by the line segments. Animation properties are represented using a normalized scale along a path or over time. Animation may be provided in a manner that is independent of the spatial and temporal resolution of the video to which it is applied. Such animation may be applied to characters defined by a set of polygons. Various three-dimensional spatial transformations, lighting effects and other colorizations may be provided. A user interface for editing a character string may provide two alternate displays. A first display allows a user to input and view any desired portion of the character string for the purpose of editing. A second display allows a user to view how the character string appears at a selected point in time during a titling effect for the purpose of animation. In both displays, the text is displayed in a three-dimensional form. This interface may be combined with a timeline editing interface for editing an associated video program, or other user interface, to permit layering of titling effects and adjustment of animation properties, positioning and timing.