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
Engineering 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
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.
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.
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
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.
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.
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
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.
4Reliability
If redundant animation data is created for each character variation, then character animation completeness is improved, but processing bandwidth is wasted
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.
Data Source
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.


