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{"id":65269,"date":"2021-05-03T13:40:15","date_gmt":"2021-05-03T12:40:15","guid":{"rendered":"https:\/\/enriqueortegaburgos.com\/?p=65269"},"modified":"2021-05-03T13:40:15","modified_gmt":"2021-05-03T12:40:15","slug":"10-patentes-interesantes-de-activision","status":"publish","type":"post","link":"https:\/\/videojuegos.enriqueortegaburgos.com\/10-patentes-interesantes-de-activision\/","title":{"rendered":"LAS 10 PATENTES M\u00c1S INTERESANTES DE ACTIVISION"},"content":{"rendered":"

Se trata de un \u201cm\u00e9todo para la optimizaci\u00f3n de videojuegos<\/strong>\u201d (n\u00ba. US 10,987,588 B2<\/strong>). Este t\u00edtulo no dice mucho, as\u00ed que vamos a indagar m\u00e1s.\nSeg\u00fan Activision, esta invenci\u00f3n describe una herramienta de apoyo que facilitar\u00eda el dise\u00f1o de videojuegos<\/strong>. El objetivo<\/strong> es facilitar la creaci\u00f3n de entornos de juego, con l\u00edmites (no mundos abiertos) pero completamente aleatorios, libres de sesgos y neutrales.\nEn una de las aplicaciones<\/strong> de este sistema que se muestra en la patente, dicha herramienta es usada para simular un entorno de juego que genera las variables necesarias para establecer un sistema de recompensas a los jugadores (una mec\u00e1nica muy presente en las sagas de Activision, como Call of Duty \u00ae).<\/a>\nEn otra aplicaci\u00f3n<\/strong> que se muestra, asimismo, en la patente, esta herramienta permite que el sistema de juego se vaya definiendo de manera que, por ejemplo, un personaje controlado por la m\u00e1quina, pueda interactuar tambi\u00e9n con el entorno.\nIncluso, este sistema permite crear modelos de comportamiento<\/strong> para esos personajes basados en datos de sus apariciones anteriores en otras entregas del juego en cuesti\u00f3n. Incre\u00edble, \u00bfno?\n \n\n\n

2. PATENTE DE ACTIVISION PARA LA CREACI\u00d3N DE PERSONAJES (I)<\/strong><\/h3>\n\n\n[vc_separator color=\"custom\" border_width=\"2\" accent_color=\"#00d0ff\"]\nEl t\u00edtulo de esta invenci\u00f3n es el siguiente: \u201cm\u00e9todos y sistemas para modificar una imagen facial en dos dimensiones para incrementar la profundidad y generar una imagen facial que parece en tres dimensiones<\/strong>\u201d (n\u00ba. US 10,991,110 B2<\/strong>).\nSe trata de una patente solicitada en 2020 y concedida en 2021 que, en esencia, identifica los elementos clave de una imagen facial en 2D para obtener un mapa de texturas<\/strong> de dicha imagen.\nCon esa informaci\u00f3n, se determinan las proporciones de la cara y otros par\u00e1metros y se ajustan para generar un modelo en 3D<\/strong>.\n\"\"<\/strong>\nSeg\u00fan explican desde Activision, los m\u00e9todos tradicionales para crear im\u00e1genes en 3D se basaban en la combinaci\u00f3n de un gran n\u00famero de im\u00e1genes en 2D; otros, requer\u00edan de un software muy espec\u00edfico; otros, adem\u00e1s del software, necesitaban personal especializado para su manejo\u2026\nEn definitiva, los m\u00e9todos anteriores consum\u00edan muchos m\u00e1s recursos<\/strong> y, adem\u00e1s, en cuanto a la recreaci\u00f3n de caras humanas se refiere, estaban muy limitados.\nSi pensamos en las aplicaciones de esta invenci\u00f3n<\/strong>, se nos pueden ocurrir varias.\n\n\n