IP Library › Granted Patent US 12,623,143
Granted Patent B2
US 12,623,143 · App. 18/481,121 · Granted May 12, 2026

AI responsive layout for cross-platform environments

Inventors: Elizabeth Osborne (Oakland, CA); Angela Sun Wu (San Francisco, CA); Jin Zhang (Belmont, CA); Xi Zhou (Sunnyvale, CA); Hsin-Yi Chien (San Jose, CA); Olga Rudi (San Francisco, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/355G06T3/40G06V10/764
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Quick Facts
Patent No.
US 12,623,143
App. No.
18/481,121
Granted
May 12, 2026
Kind
B2
Abstract

A method including executing a video game to generate a video frame for presentation on a device of a first platform for a game play by a user. The method including determining a target device of a second platform. The method including mapping the video frame to the target device. The method including determining an area of focus in a scene in the video frame based on a game context. The method including classifying an asset in the area of focus using a computer vision model implementing artificial intelligence. The method including determining that the asset is important in the game play using the computer vision model. The method including determining that the asset in the video frame that is mapped does not meet a threshold of visibility. The method including modifying the video frame that is mapped so that the asset meets the threshold of visibility.

Claims (65)

1 . A method, comprising:

executing a video game to generate a video frame for presentation on a first device of a first platform, wherein the video frame is generated for a game play of the video game by a user;

determining a target device, wherein the target device is of a second platform;

mapping the video frame from the first device to the target device, wherein the video frame that is mapped is presented on the target device;

determining an area of focus in a scene of the game play presented in the video frame based on a game context of the scene in the game play;

classifying an asset in the area of focus using a computer vision model implementing artificial intelligence;

determining that the asset is important in the game play of the video game using the computer vision model;

dumb scaling the video frame to a smaller size for presentation on the target device;

determining that the asset in the dumb scaled video frame that is mapped to the target device does not meet a threshold of visibility; and

modifying the dumb scaled video frame that is mapped so that the asset meets the threshold of visibility.

2 . The method of claim 1 , further comprising:

sending the video frame that is mapped and modified to the target device.

3 . The method of claim 1 , wherein the modifying the video frame that is mapped includes:

transforming the asset through rescaling; and

overlaying the asset that is rescaled within the video frame that is mapped.

4 . The method of claim 1 , wherein the modifying the video frame that is mapped includes:

changing a field of view (FOV) of the scene to the area of focus; and

limiting the video frame that is modified to the FOV that is changed.

5 . The method of claim 1 , wherein the determining the area of focus includes:

determining a focus of interaction by the user in the scene of the game play.

6 . The method of claim 1 , further comprising:

training the computer vision model using a list of assets for the video game.

7 . A non-transitory computer-readable medium storing a computer program for execution by a processor to perform a method, the non-transitory computer-readable medium comprising:

program instructions for executing a video game to generate a video frame for presentation on a first device of a first platform, wherein the video frame is generated for a game play of the video game by a user;

program instructions for determining a target device, wherein the target device is of a second platform;

program instructions for mapping the video frame from the first device to the target device, wherein the video frame that is mapped is presented on the target device;

program instructions for determining an area of focus in a scene of the game play presented in the video frame based on a game context of the scene in the game play;

program instructions for classifying an asset in the area of focus using a computer vision model implementing artificial intelligence;

program instructions for determining that the asset is important in the game play of the video game using the computer vision model;

program instructions for dumb scaling the video frame for presentation on the target device;

program instructions for determining that the asset in the dumb scaled video frame that is mapped to the target device does not meet a threshold of visibility; and

program instructions for modifying the dumb scaled video frame that is mapped so that the asset meets the threshold of visibility.

8 . The non-transitory computer-readable medium of claim 7 , further comprising:

program instructions for sending the video frame that is mapped and modified to the target device.

9 . The non-transitory computer-readable medium of claim 7 , wherein the program instructions for modifying the video frame that is mapped includes:

program instructions for transforming the asset through rescaling; and

program instructions for overlaying the asset that is rescaled within the video frame that is mapped.

10 . The non-transitory computer-readable medium of claim 7 , wherein the program instructions for modifying the video frame that is mapped includes:

program instructions for changing a field of view (FOV) of the scene to the area of focus; and

program instructions for limiting the video frame that is modified to the FOV that is changed.

11 . The non-transitory computer-readable medium of claim 7 , wherein the program instructions for determining the area of focus includes:

program instructions for determining a focus of interaction by the user in the scene of the game play.

12 . The non-transitory computer-readable medium of claim 7 , further comprising:

program instructions for training the computer vision model using a list of assets for the video game.

13 . A computer system comprising:

a processor;

memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method for implementing a graphics pipeline, comprising:

executing a video game to generate a video frame for presentation on a first device of a first platform, wherein the video frame is generated for a game play of the video game by a user;

determining a target device, wherein the target device is of a second platform;

mapping the video frame from the first device to the target device, wherein the video frame that is mapped is presented on the target device;

determining an area of focus in a scene of the game play presented in the video frame based on a game context of the scene in the game play;

dumb scaling the video frame for presentation on the target device;

determining an asset in the area of focus is important in the game play of the video game using a computer vision model implementing artificial intelligence;

classifying the asset using the computer vision model;

determining that the asset in the dumb scaled video frame that is mapped to the target device does not meet a threshold of visibility; and

modifying the dumb scaled video frame that is mapped so that the asset meets the threshold of visibility.

14 . The computer system of claim 13 , the method further comprising:

sending the video frame that is mapped and modified to the target device.

15 . The computer system of claim 13 , wherein in the method the modifying the video frame that is mapped includes:

changing a field of view (FOV) of the scene to the area of focus; and

limiting the video frame that is modified to the FOV that is changed.

16 . The computer system of claim 13 , wherein in the method the determining the area of focus includes:

determining a focus of interaction by the user in the scene of the game play.

17 . The computer system of claim 13 , the method further comprising:

training the computer vision model using a list of assets for the video game.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 5, 2023
From: OSBORNE, ELIZABETH; WU, ANGELA SUN; ZHANG, JIN; ZHOU, XI; CHIEN, HSIN-YI; RUDI, OLGA
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 065141/0724 →
Continuity (1)
Related Publication 20250114695A1 · Apr 10, 2025
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