Adaptive Multimodal Fuser for NPC Animation

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Solution Overview

Problem

Conventional NPC generation methods result in limited capabilities due to reliance on predefined scripts, lack of dynamic interaction, and inefficiencies in processing and rendering, leading to generic and unrealistic animations, as well as performance issues on different hardware systems.

Innovation Solution

The development of a diffusion-based NPC-AI model that utilizes multiple input modes, including text and audio, to generate context-aware and realistic facial and body animations, with an adaptive multimodal fuser architecture that integrates face and body animations through a unified AI architecture, enabling cross-environmental applications and improved computational efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional predefined scripts are used for NPC generation, then implementation simplicity is maintained, but NPC capabilities and interactivity are limited

Engineering Contradiction:
ImproveNPC capabilitiesVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments NPC generation into multiple independent components: a multimodal contextualizer that processes different input types (text, audio, images), an adaptive multimodal fuser that integrates these inputs, and a generation model that produces NPC responses. This segmentation allows each component to be optimized independently while maintaining overall system adaptability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements dynamic adaptability through the adaptive multimodal fuser, which dynamically adjusts how different modalities are weighted and integrated based on the specific context. The NPC generation process is not static but adapts in real-time to different input types and interaction scenarios, enabling versatile NPC behavior without requiring complete reprogramming.

Inventive Principle:
Principle #15Dynamics

2Productivity

If separate models are used for face and body animations, then processing flexibility is maintained, but animation coherence and rendering efficiency deteriorate

Engineering Contradiction:
Improverendering efficiencyVSAvoidanimation coherence
Core Design Contradiction:
ProductivityVSStability of the object's composition

Solution Approach 1:

The system merges face and body animation generation into a unified neural network model. This single model processes inputs and generates coordinated facial expressions and body movements simultaneously, ensuring that animations are coherent and consistent with each other. The unified architecture eliminates the need to separately synchronize multiple models, improving rendering efficiency while maintaining animation stability.

Inventive Principle:
Principle #5Merging (Combining)

3Reliability

If conventional NPC methods are used, then hardware requirements are reduced, but computational efficiency and realism deteriorate

Engineering Contradiction:
ImproverealismVSAvoidcomputational efficiency
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system replaces traditional rule-based NPC mechanics with a diffusion-based neural network model. This AI-driven approach generates more realistic and context-aware NPC behavior by learning from training data rather than following predefined rules. The multimodal processing capabilities enable the NPC to understand and respond to various input types (text, audio, images) in a manner that closely mimics human interaction, significantly improving realism.

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

4Ease of operation

If predefined scripts are used for NPC interaction, then development time is reduced, but user experience and interactivity deteriorate

Engineering Contradiction:
Improveuser experienceVSAvoiddevelopment time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system performs preliminary action through extensive training of the diffusion model on diverse datasets during the development phase. This pre-training enables the NPC to acquire broad knowledge and interaction patterns beforehand, allowing it to handle a wide variety of user inputs without requiring extensive scripting for each scenario. The multimodal contextualizer is also pre-configured to recognize and process multiple input types, reducing the need for custom development work.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20240424407A1Adaptive multimodal fusing for non-player character generation and configuration
Publication Date: 2024.12.26 ADVANCED MICRO DEVICES INC
  • US20240424407A1 patent drawing
  • US20240424407A1 patent drawing
  • US20240424407A1 patent drawing

AI summary

Systems and techniques for generating and animating non-player characters (NPCs) within virtual digital environments are provided. Multimodal input data is received that comprises a plurality of input modalities for interaction with an NPC having a set of body features and a set of facial features. The multimodal input data is processed through one or more neural networks to generate animation sequences for both the body features and facial features of the NPC. Generating such animation sequences includes disentangling the multimodal input data to generate substantially disentangled latent representations, combining these representations with the multimodal input data, and using a large-language model (LLM) to generate speech data for the NPC. Further processing using reverse diffusion generates face vertex displacement data and joint trajectory data based on the combined representation and generated speech data. The face vertex displacement data, joint trajectory data, and speech data are used to produce an animated representation of the NPC, which is then provided to environment-specific adapters to animate the NPC within a virtual digital environment.