IP Library Granted Patent US 12,478,875
Granted Patent B2
US 12,478,875 · App. 18/612,865 · Granted Nov 25, 2025

Social and procedural effects for computer-generated environments

Inventors: Gregory I. Gewickey (Los Angeles, CA); Gary Lake-Schaal (Los Angeles, CA); Piotr Mintus (Seattle, WA); Lewis S. Ostrover (Los Angeles, CA); Michael Smith (Hermosa Beach, CA)
Assignee: Warner Bros. Entertainment Inc.
A63F13/525A63F13/28A63F13/30A63F13/58G06T19/006G09G3/003H04L67/131A63F2300/8082
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Quick Facts
Patent No.
US 12,478,875
App. No.
18/612,865
Granted
Nov 25, 2025
Kind
B2
Abstract

A sensor coupled to an AR/VR headset detects an eye convergence distance. A processor adjusts a focus distance for a virtual camera that determines rendering of a three-dimensional (3D) object for a display device of the headset, based on at least one of the eye convergence distance or a directed focus of attention for the at least one of the VR content or the AR content.

Claims (33)

1 . A computer-implemented method for controlling a three-dimensional environment, the computer-implemented method comprising:

providing, by a processor, a simulated three-dimensional environment of a virtual reality game of a gaming application in a data signal configured for an output device, wherein the simulated three-dimensional environment includes a three-dimensional character; and

controlling, by the processor, a characteristic parameter of the three-dimensional character based on an event in a second virtual reality game played not in synchrony with the virtual reality game, wherein the controlling includes updating one or more factional relationships of one or more non-player characters based on the event.

2 . The computer-implemented method of claim 1 , the computer-implemented method further comprising:

executing, by the processor, a game engine to provide the virtual reality game in the three-dimensional environment.

3 . The computer-implemented method of claim 1 , wherein the providing the simulated three-dimensional environment includes encoding the simulated three-dimensional environment in a three-dimensional video game format.

4 . The computer-implemented method of claim 1 , wherein the providing the simulated three-dimensional environment includes outputting the data signal via an output port to the output device.

5 . The computer-implemented method of claim 1 , wherein the characteristic parameter of a three-dimensional object includes a morph state of a character mesh, a current configuration of a character texture map, or a character trait variable.

6 . The computer-implemented method of claim 1 , wherein the second virtual reality game corresponds to an instance of the gaming application that is different from the virtual reality game.

7 . The computer-implemented method of claim 1 , the computer-implemented method further comprising:

selecting, by the processor, the second virtual reality game based on a social relationship between a user of the virtual reality game and a second user of the second virtual reality game.

8 . The computer-implemented method of claim 1 , wherein updating the one or more factional relationships includes updating one or more hierarchical relationships.

9 . A computer system for controlling a three-dimensional environment, the computer system comprising:

a memory having processor-readable instructions stored therein; and

one or more processors configured to access the memory and execute the processor-readable instructions, which when executed by the one or more processors configures the one or more processors to perform a plurality of functions, including functions for:

providing, by the one or more processors, a simulated three-dimensional environment of a virtual reality game of a gaming application in a data signal configured for an output device, wherein the simulated three-dimensional environment includes a three-dimensional character; and

controlling, by the one or more processors, a characteristic parameter of the three-dimensional character based on an event in a second virtual reality game played not in synchrony with the virtual reality game, wherein the controlling includes updating one or more factional relationships of one or more non-player characters based on the event.

10 . The computer system of claim 9 , the functions further comprising:

executing, by the one or more processors, a game engine to provide the virtual reality game in the three-dimensional environment.

11 . The computer system of claim 9 , wherein the providing the simulated three-dimensional environment includes encoding the simulated three-dimensional environment in a three-dimensional video game format.

12 . The computer system of claim 9 , wherein the providing the simulated three-dimensional environment includes outputting the data signal via an output port to the output device.

13 . The computer system of claim 9 , wherein the characteristic parameter of a three-dimensional object includes a morph state of a character mesh, a current configuration of a character texture map, or a character trait variable.

14 . The computer system of claim 9 , wherein the second virtual reality game corresponds to an instance of the gaming application that is different from the virtual reality game.

15 . The computer system of claim 9 , the functions further comprising:

selecting, by the one or more processors, the second virtual reality game based on a social relationship between a user of the virtual reality game and a second user of the second virtual reality game.

16 . A non-transitory computer-readable medium containing instructions for controlling a three-dimensional environment, the instructions comprising:

providing a simulated three-dimensional environment of a virtual reality game of a gaming application in a data signal configured for an output device, wherein the simulated three-dimensional environment includes a three-dimensional character; and

controlling a characteristic parameter of the three-dimensional character based on an event in a second virtual reality game played not in synchrony with the virtual reality game, wherein the controlling includes updating one or more factional relationships of one or more non-player characters based on the event.

17 . The non-transitory computer-readable medium of claim 16 , the instructions further comprising:

executing a game engine to provide the virtual reality game in the three-dimensional environment.

18 . The non-transitory computer-readable medium of claim 16 , wherein the providing the simulated three-dimensional environment includes encoding the simulated three-dimensional environment in a three-dimensional video game format.

19 . The non-transitory computer-readable medium of claim 16 , wherein the providing the simulated three-dimensional environment includes outputting the data signal via an output port to the output device.

20 . The non-transitory computer-readable medium of claim 16 , wherein the characteristic parameter of a three-dimensional object includes a morph state of a character mesh, a current configuration of a character texture map, or a character trait variable.

Assignments (2)
SECURITY INTEREST Recorded Oct 1, 2025
From: WARNER BROS. DISCOVERY, INC.; WARNER MEDIA, LLC; TURNER BROADCASTING SYSTEM, INC.; HOME BOX OFFICE, INC.; DISCOVERY COMMUNICATIONS, LLC; WARNERMEDIA DIRECT LLC; DISCOVERY.COM LLC; WARNER BROS. ENTERTAINMENT INC.; CNN INTERACTIVE GROUP, INC.
To: JPMORGAN CHASE BANK, N.A., AS COLLATERAL AGENT
Reel/Frame 072995/0858 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 26, 2024
From: GEWICKEY, GREG; LAKE-SCHAAL, GARY; MINTUS, PIOTR; OSTROVER, LEWIS; SMITH, MICHAEL
To: WARNER BROS. ENTERTAINMENT, INC.
Reel/Frame 066896/0326 →