3D Character Parameter Retargeting for Lower Rendering Overhead

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Solution Overview

Problem

Existing 3D virtual environment applications face inefficiencies due to excessive resource consumption and redundant data management when handling diverse character definitions, leading to performance issues like stuttering and increased rendering times, especially in crowd scenes.

Innovation Solution

A method for retargeting character parameters by selecting a modifier, determining unavailable parameters, referencing available parameters from other characters, and generating updated characterization data to facilitate uniform character transitions, thereby reducing repetitive calculations and preserving computational resources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If numerous variations of similar animations are stored to accommodate character feature differences, then character customization capability is improved, but memory consumption and processing bandwidth increase excessively

Engineering Contradiction:
Improvecharacter customization capabilityVSAvoidmemory consumption
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent applies universality by creating a single universal animation clip that can be retargeted to multiple different characters with varying bone structures. Instead of storing separate animations for each character variation, the system stores one universal animation that can be adapted to fit different character skeletons through retargeting operations, thereby reducing memory consumption while maintaining character customization capability.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent utilizes parameter changes by modifying the bone structure parameters of the universal animation clip to match the specific character it will be applied to. The system automatically adjusts bone alignment, rotation matrices, and skeletal transformation parameters to retarget the animation from a source character to a target character with different physical characteristics, eliminating the need for multiple stored animation variations.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If per-bone manual adjustments are made to fit existing motion onto characters with mismatched skeletons, then character movement accuracy is improved, but processing bandwidth and time increase significantly

Engineering Contradiction:
Improvecharacter movement accuracyVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies preliminary action by pre-computing and storing transformation data, rotation matrices, and bone alignment information during the retargeting process. This preliminary processing is performed before the actual animation playback, so that when the animation needs to be applied to a character with a different skeleton, the system can quickly retrieve and apply the pre-computed transformation parameters without requiring time-consuming per-bone manual adjustments during playback.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent replaces the mechanical manual adjustment process with an automated computational retargeting system. Instead of manually adjusting each bone individually, the system automatically calculates and applies transformation matrices and skeletal mappings that mathematically retarget the animation from the source character to the target character, achieving both accuracy and efficiency through computational geometry rather than manual mechanical adjustment.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Adaptability or versatility

If custom skeleton definitions are used for each character, then character definition flexibility is improved, but rendering overhead and computational complexity increase excessively

Engineering Contradiction:
Improvecharacter definition flexibilityVSAvoidrendering overhead
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies universality by implementing a single universal animation clip that serves multiple characters with different custom skeleton definitions. The system stores transformation parameters and bone mapping information that allow this universal animation to be adapted to any character skeleton, thereby maintaining character definition flexibility while eliminating the need for separate animation clips for each character variant, which would otherwise multiply the rendering overhead.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Reliability

If redundant animation data is created for each character variation, then character animation completeness is improved, but processing bandwidth is wasted

Engineering Contradiction:
Improvecharacter animation completenessVSAvoidprocessing bandwidth efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent applies discarding and recovering by discarding the redundant duplicate animation data that would normally be stored for each character variation, and recovering the essential animation information through retargeting operations. The system keeps only one universal animation clip and recovers all necessary character-specific animation variations through automated retargeting that adapts the universal clip to match different character skeletons, thereby eliminating redundant data storage and improving processing bandwidth efficiency.

Inventive Principle:
Principle #34Discarding and recovering

Data Source

PatentUS20250259407A1Retargeting character parameters to simplify stack processing for developing diverse virtual environments
Publication Date: 2025.08.14 AUTODESK INC
  • US20250259407A1 patent drawing
  • US20250259407A1 patent drawing
  • US20250259407A1 patent drawing

AI summary

One embodiment sets forth a technique for retargeting character parameters to simplify stack processing for a 3D environment. According to some embodiments, the technique includes the steps of selecting a modifier to apply to characterization data for a character associated with a virtual environment; determining that a particular parameter, that is subject to modification upon an execution of the modifier, is unavailable for the character; determining that other characterization data for a separate character includes an available parameter that is modifiable according to the modifier; generating, for the particular character, updated characterization data that references the available parameter; modifying the updated characterization data according to the modifier; and causing the character to exhibit a transition according to the modifier while the character is being rendered via at least one user interface.