AR Animation Generation via Mobile Device Position Tracking

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Solution Overview

Problem

Generating high-quality digital animations, especially in augmented reality (AR) environments, is complex and typically restricted to experienced users due to the need for programming knowledge and technical complexities.

Innovation Solution

The techniques involve animating virtual objects in AR environments by manipulating a physical mobile computing system and interacting with the object using a selection device, with the option to select animation profiles that modify the object's behavior for realistic animations, allowing non-technical users to create high-quality animations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional animation techniques are used, then animation quality can be maintained, but the complexity of the process increases and restricts usage to experienced users

Engineering Contradiction:
Improveease of animation creationVSAvoidcomplexity of animation process
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary system that captures real-world movements through sensors and automatically translates them into virtual object animations. This mediator layer shields users from complex animation programming while maintaining high-quality results, as the system handles the technical complexity of coordinate transformation and animation generation internally.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system enables self-service animation creation by allowing users to record their natural movements and automatically generating corresponding virtual object animations. The system serves itself by autonomously processing the transformation from physical movement data to animated sequences, eliminating the need for users to manually program animation parameters.

Inventive Principle:
Principle #25Self-service

2Manufacturing precision

If animation profiles are applied to constrain virtual object movements, then animation quality and realism improve, but the system complexity increases

Engineering Contradiction:
Improveprecision of animationVSAvoidcomplexity of animation system
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

Animation profiles are prepared and configured in advance, containing pre-defined constraints and parameters for different types of virtual objects. When a user selects an object type, the corresponding pre-configured profile is automatically applied, ensuring precise and realistic animations without requiring the system to complexly calculate constraints in real-time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system manages complexity by parameterizing animation constraints through profiles that define specific movement characteristics for different object types. Instead of implementing generic complex constraint systems, the patent uses parameter changes based on object classification to achieve precise animations with simpler underlying logic.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11763506B2Generating animations in an augmented reality environment
Publication Date: 2023.09.19 ADOBE INC
  • US11763506B2 patent drawing
  • US11763506B2 patent drawing
  • US11763506B2 patent drawing

AI summary

The present disclosure relates to an AR animation generation system that detects a change in position of a mobile computing system in a real-world environment, determines that a position for a virtual object in an augmented reality (AR) scene is to be changed from a first position in the AR scene to a second position in the AR scene, identifies an animation profile to be used for animating the virtual object, wherein the animation profile is associated with the virtual object, and animates the virtual object in the AR scene using the animation profile. Animating the virtual object in the AR scene includes moving the virtual object in the AR scene from the first position to the second position along a path, wherein the path and a movement of the virtual object along the path are determined based on the animation profile.