3D Character Parameter Retargeting for Lower Stack Processing 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, 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 unified character definition framework that can accommodate multiple character types through a common parameter structure. Instead of storing separate animation variations for each character type, the system uses a universal characterization data structure that can be retargeted across different characters, reducing the total memory required while maintaining customization capability.
Solution Approach 2:
The patent uses copying by creating retargeted characterization data that references existing animation clips rather than storing complete duplicate animation data for each character variation. The system copies relevant parameter information from source characters and applies it to target characters through retargeting operations, reducing memory consumption while preserving character-specific customization.
2Manufacturing precision
If per-bone manual adjustments are made to fit existing motion onto characters with different skeleton structures, then character movement accuracy is improved, but processing bandwidth and development time increase significantly
Solution Approach 1:
The patent applies preliminary action by pre-defining standardized character parameters and skeleton structures that can be automatically retargeted. Instead of performing manual per-bone adjustments during each animation application, the system performs preliminary setup of character definitions with standardized parameters, enabling automatic retargeting operations that maintain accuracy while significantly reducing processing time.
Solution Approach 2:
The patent replaces the mechanical manual adjustment process with an automated retargeting system. Instead of manually adjusting each bone individually, the system uses automated parameter mapping and retargeting algorithms that automatically adapt animations across different character skeletons, maintaining movement accuracy while eliminating time-consuming manual operations.
3Manufacturing precision
If custom skeleton definitions are used for each character, then character-specific animation precision is improved, but rendering overhead and real-time performance deteriorate
Solution Approach 1:
The patent applies universality by implementing a unified character definition framework that serves multiple character types through a common parameter structure. This universal approach allows the system to maintain character-specific animation precision through parameter retargeting while avoiding the performance penalty of fully custom skeleton definitions for each character, thereby improving real-time rendering performance.
Solution Approach 2:
The patent uses parameter changes by retargeting characterization data parameters between different characters instead of using completely custom skeleton definitions. The system maintains precision by carefully mapping and adjusting parameters during retargeting operations, while the overall parameter-based approach enables better optimization for real-time rendering compared to fully custom skeleton implementations.
4Adaptability or versatility
If redundant character data is created for various character variations, then character definition flexibility is improved, but processing bandwidth and computational resources increase excessively
Solution Approach 1:
The patent applies copying by creating retargeted characterization data that references existing animation clips rather than storing complete duplicate animation data for each character variation. The system copies relevant parameter information from source characters and applies it to target characters through retargeting operations, reducing the total data volume required while maintaining character-specific customization flexibility.
Solution Approach 2:
The patent merges similar character definitions into a unified framework that can be retargeted across different characters. Instead of storing separate complete character definitions for each variation, the system merges common parameters and skeleton structures into a shared foundation, reducing redundant data storage and improving processing bandwidth efficiency while maintaining character definition flexibility.
Data Source
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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.