Redwood City, CA, United States
Redwood City, CA, United States

Electronic Arts, Inc. , also known as EA Games, is an American developer, marketer, publisher and distributor of video games headquartered in Redwood City, California, United States. Founded and incorporated on May 28, 1982 by Trip Hawkins, the company was a pioneer of the early home computer games industry and was notable for promoting the designers and programmers responsible for its games. In 2011 Electronic Arts was the world's third-largest gaming company by revenue after Nintendo and Activision Blizzard.Currently, EA develops and publishes games under several labels including EA Sports titles Madden NFL, FIFA, NHL, NCAA Football, NBA Live, and SSX. Other EA labels produce established franchises such as Battlefield, Need for Speed, The Sims, Medal of Honor, Command & Conquer, as well as newer franchises such as Dead Space, Mass Effect, Dragon Age, Army of Two, Titanfall and Star Wars: Knights of the Old Republic, produced in partnership with LucasArts. EA also owns and operates major gaming studios, EA Tiburon in Orlando, EA Canada in Burnaby, BioWare in Edmonton as well as Montreal, and DICE in Sweden. Wikipedia.


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An example method of generating three-dimensional objects based on two-dimensional images of at least part of the object may include receiving a rendering transaction request. The method may further include transmitting, to the requestor, a rendering transaction response identifying a first storage location. The method may further include receiving, from the requestor, a notification indicating that images depicting an object have been uploaded to the first storage location. The method may further include transmitting, to a rendering application, a rendering request. The method may further include receiving, from the rendering application, a rendering response indicating that a polygonal mesh representing the images has been stored at a second storage location. The method may further include producing, using the polygonal mesh, a preview image and storing the preview image at a third storage location. The method may further include transmitting, to the requestor, a notification of completion of the rendering transaction.


Patent
Electronic Arts | Date: 2015-08-11

An example method of transforming polygonal meshes by sub-polychord collapse may include identifying, among a plurality of sub-polychords of a given size, a seed sub-polychord having an optimal value of a metric associated with collapsing the respective sub-polychord. The example method may further include identifying a first test value of the metric for a first test sub-polychord comprising the seed sub-polychord and a first adjacent edge, and further identifying a second test value of the metric for a second test sub-polychord comprising the seed sub-polychord and a second adjacent edge. The example method may further include, responsive to determining a minimum of the first test value of the metric and the second test value of the metrics is less than a base value of the metric for the seed sub-polychord, transforming the seed sub-polychord by adding an adjacent edge that produces a test sub-polychord having the minimum test value.


An example method of generating three-dimensional visual objects representing a person based on two-dimensional images of at least a part of the persons body may include receiving a first polygonal mesh representing a human body part, wherein the first polygonal mesh is compliant with a target application topology. The example method may further include receiving a second polygonal mesh representing the human body part, wherein the second polygonal mesh is derived from a plurality of images of a person. The example method may further include modifying at least one of the first polygonal mesh or the second polygonal mesh to optimize a value of a metric reflecting a difference between the first polygonal mesh and the second polygonal mesh.


Patent
Electronic Arts | Date: 2017-01-20

A request is received to assign a first graphical asset and a second graphical asset associated with a three-dimensional (3D) geometry of a simulated character of a video game to the same physical location on the 3D geometry. A graphical conflict between the first graphical asset and the second graphical asset is detected, where the graphical conflict indicates that at least a portion of the first graphical asset and at least a portion of the second graphical asset graphically overlap at the same physical location on the 3D geometry. Attributes of the first and second graphical assets at the same physical location on the 3D geometry are compared. One of the first graphical asset or the second graphical asset is then provided for display at the physical location on the 3D geometry.


A method of creating texture maps for three-dimensional surfaces may include receiving a polygonal mesh defining a shape of a three-dimensional object. The method may further include determining positions of points identifying a plurality of curves on a surface of the polygonal mesh. The method may further include producing a mesh cutout having a border defined by a closed loop line comprising the plurality of curves. The method may further include determining that a projection of the mesh cutout onto a flat surface produces a value of a visual distortion metric that does not exceed a defined distortion threshold. The method may further include creating a texture map by projecting a two-dimensional image onto a surface of the mesh cutout. The method may further include using the texture map to produce a visual representation of the three-dimensional object.


Patent
Electronic Arts | Date: 2017-01-17

A multiplayer game method provides an editing graphical user interface (GUI) for display to the players of the multiplayer game on computing devices to edit a plurality of digital object holders for use in game states of a multiplayer game session. The method receives a digital object placement request to place a digital object at a position on an object holder of the game state, where the first digital object is associated with a visual representation and a ruleset for using the digital object. The method applies the ruleset to the digital object placement request to generate a validation result indicating whether a placement of the digital object on the digital object holder is valid. The further method includes receiving the game states and providing a GIU based on the received game states to enable the players to select digital objects from the plurality of digital object holders.


Patent
Electronic Arts | Date: 2017-03-07

A graphical asset associated with a simulated character of a video game is received. A first image and a second image associated with the simulated character are subsequently received, the first image comprising graphical displacement mapping information for a first topology of image deformation and the second image comprising graphical displacement mapping information for a second topology of deformation. A portion of the graphical asset is then deformed using the graphical displacement mapping information from the first image and the second image to change the 3D geometry of the portion of the graphical asset.


Patent
Electronic Arts | Date: 2017-03-14

Methods and apparatus for automatic game generation are described. The method may include collecting, by a hardware processor of a server over a network, first information associated with a first video game player, second information associated with a second video game player related to the first video game player, and a plurality of events that the first video game player and the second video game player have participated in. The method may also include creating a comparison tree for each of a plurality of event types associated with the plurality of events. The method may further include evaluating the comparison tree against a plurality of video game results to determine outcomes that are satisfied, and for each of the outcomes, generating a plurality of templates.


Patent
Electronic Arts | Date: 2016-02-10

A mesh simplification system receives three-dimensional (3D) polygonal mesh of a 3D object. The mesh simplification system identifies a component of the (3D) polygonal mesh, having a first surface area size being less than a second surface area size of the 3D polygonal mesh, wherein the component comprises a set of topologically interconnected surfaces that are modeled as a separate structure from the 3D polygonal mesh. The mesh simplification system then automatically generates a simplified version of the component by removing a back surface from the component, wherein the simplified version the component comprises fewer polygons than the component.


Patent
Electronic Arts | Date: 2016-03-18

A mesh that includes a polychord with edges may be received. A first mesh simplification operation may be performed with the mesh to remove the edges of the polychord and to generate a first simplified mesh. Guide planes may be generated based on the first simplified mesh. Furthermore, a second mesh simplification operation may be performed with a combination of the mesh with the guide planes to remove the edges of the polychord based on the guide planes and to generate a second simplified mesh.

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