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NPCx
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== Product == === Building NextGen AIs for video game Non- Player Characters (NPCs) === We are building a portfolio of innovative products, developed using deep learning neural networks, that allow the digital storytellers of our time to '''focus on the narrative instead of the process.''' Our first suite of products focus on the digital 3D asset pipeline for '''video games'''. These technologies can also be used for the '''metaverse''', film, XR, 3D simulations and training. Perhaps most impressive is our "North Star", a state-of-the-art technology called '''behavioral cloning''', which we believe will change the way we interact with video games forever. === TrackerX: Nextgen Motion Capture tool === <youtube>https://youtu.be/B0UuE1LlmlI</youtube> '''Tracking''' is the process of manually cleaning raw point cloud data from motion capture hardware. Motion capture is the process of using performance actors to create life-like animations used in most 3D video games and live action animation films. Currently, there are a number of labor-intensive steps that take place in order to get from the motion capture stage to a video game, film, XR product or the Metaverse; and tracking the raw data is the first and most labor-intensive step. Our technology disrupts this manual process by allowing for any type of optical or sensor-based motion capture system files to be put straight onto the TrackerX character skeleton. The manual process normally takes about 8 hours to process 3 minutes of motion capture data. In this new paradigm, we take what was previously 8 hours of labor down to just under 20 seconds, a '''<u>radical improvement</u>''' and a game-changer for the industry. === AIMX (AI MOTION): Smooth, realistic AI generated character animations === <youtube>https://youtu.be/aViuNAjoqRw</youtube> ''Note: AIMX's Neural Networks were trained with 21 animations, a full character should be trained with 200+ animations, as each additional animation will provide more life-like movements and reactions.'' For decades, animators have had to predetermine what characters will do in each and every situation—and then choose the appropriate animation using an antiquated "state machine". This process uses a massive amount of memory, which limits the number of animations for each character, usually at the cost of realistic character movement. Instead, AIMX actually "predicts" which animations to select based upon physics-based properties and our neural networks, saving a tremendous of amount of memory and allowing for <u>near-limitless animations</u>. The result is not only fluid character movements, but characters that react appropriately to situations, just as a human would. === FacialX: AI-based facial tracking system === Much like TrackerX, FacialX tracks 3D point cloud data for facial recognition systems. FacialX can be used in both 3D camera-based hardware systems as well as mobile devices, thereby opening up the market to both businesses and consumers. === BehaviorX: Our North Star === Imagine being able to play in a game against your friends when they're not on-line, or against your favorite celebrity Esports player? With BehaviorX, you will! With your investment, the NPCx development team will finish development of our BehaviorX, an AI system that is built using ''behavioral cloning'' technology. Our technology records real-time data from players in games, tracking every key movement and decision relative to their in-game situation. It is then persistently stored in a matrix to train our models. We use these models to override decision trees with decisions from the neural network, all in '''real time'''—resulting in NPCs that both model specific skill levels of players and can even model the patterns of the players themselves!
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