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SonyGranted patentAI & softwareInterest 6/10

Sony patents AI tool to build game collision shapes for moving characters

Sony has been granted a patent for a method that uses machine learning to create 'compound colliders' for 3D objects in games. The system takes a digital model of an object and its movement structure, known as a bone hierarchy, and automatically generates the invisible shapes that determine how the object interacts with the game world. This process focuses specifically on the curved or indented parts of the model to ensure accurate physical interactions.

Why it mattersThis could help game developers save time by automating a complex part of character design, making it easier to create realistic interactions for moving figures in video games.

In the filing’s own words

A method of generating a compound collider for a given object, the method comprising the steps of: receiving a mesh of the given object, the mesh comprising at least one concave portion; and generating a compound collider representative of at least the concave portion of the mesh, in which the step of generating comprises: inputting the mesh to a machine learning model trained to generate a respective compound collider based on an input mesh comprising at least one concave portion, and using the trained machine learning model to generate the compound collider representative of at least the concave portion of the mesh.

What exactly they claim (claim 1)

1. A computer-implemented method of generating a compound collider for a given object, the method comprising: receiving, by one or more processors, a mesh of the given object, the mesh comprising at least one concave portion; receiving, by the one or more processors, information representative of a bone hierarchy of the given object; generating, by the one or more processors, a compound collider representative of the at least one concave portion of the mesh, wherein the generating comprises: inputting the mesh and the information representative of the bone hierarchy to a machine learning model, wherein the machine learning model has been trained to learn a correspondence between an input mesh and an input representative of an input bone hierarchy to generate a respective compound collider configured to move with the input bone hierarchy; and using the trained machine learning model to generate the compound collider based on a learned correspondence between the mesh of the given object and the information representative of the bone hierarchy of the given object, the generated compound collider being configured to move with the bone hierarchy of the given object.

Facts

Company
Sony (Sony Interactive Entertainment Inc.)
Official title
Generating compound colliders
Patent number
US12734449B2
Application number
18908916
Filed
Oct 8, 2024
Granted
Sep 15, 2026
Inventors
1
Claims
20

Classified under

A63F 13/577 Human necessitiesA63F 13/52 Human necessitiesA63F 13/54 Human necessitiesA63F 13/56 Human necessitiesA63F 13/57 Human necessitiesG06T 13/40 Physics & computing

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Summaries are simplified from the filing’s own abstract and first claim. A patent filing is not a product announcement.
Patent data and drawings: U.S. Patent and Trademark Office (USPTO). Nebula is not affiliated with or endorsed by the USPTO.