Pseudorandom Animation Control Points for Audio-Synced Motion

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Solution Overview

Problem

Existing computer animation systems lack the ability to generate pseudorandom animations synchronized with audio data, limiting the dynamic and interactive nature of augmented reality and messaging systems.

Innovation Solution

A system that integrates pseudorandom animation generation with audio data synchronization, using state-space structures for control points and animation speeds, allowing designers to configure probabilities and thresholds for motion patterns, and applying these to audio characteristics to create dynamic animations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If pseudorandom animation generation is integrated with audio data synchronization, then animation adaptability and user engagement are improved, but system complexity increases

Engineering Contradiction:
Improveanimation adaptabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The animation system is segmented into independent control points, each with its own motion patterns and probability configurations. This allows the complex animation generation to be broken down into manageable, independently configurable units that can be processed separately but coordinated together through the state-space framework.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements dynamic animation generation where motion patterns and probabilities are configured based on audio data characteristics in real-time. The state-space structure allows the animation parameters to dynamically adapt to changing audio conditions, creating responsive and engaging animations that evolve with the audio input.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If state-space structures with multiple motion patterns and probabilities are used, then animation creativity and dynamics are improved, but computational requirements and processing time increase

Engineering Contradiction:
Improveanimation creativityVSAvoidprocessing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

Motion patterns and probability configurations are pre-defined and stored in a state-space structure before animation execution. This preliminary configuration allows the system to quickly select and apply appropriate animation patterns during runtime based on audio characteristics, avoiding the need for complex real-time generation and reducing processing delays.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses parameter-based control where motion patterns are defined by configurable parameters such as probability weights, motion ranges, and timing characteristics. By adjusting these parameters based on audio data, the system can generate diverse animations efficiently without requiring complete re-computation of motion patterns, thus maintaining creativity while reducing processing time.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20260065571A1Management of pseudorandom animation system
Publication Date: 2026.03.05 SNAP INC
  • US20260065571A1 patent drawing
  • US20260065571A1 patent drawing
  • US20260065571A1 patent drawing

AI summary

Methods, devices, media, and other embodiments are described for managing and configuring a pseudorandom animation system and associated computer animation models. One embodiment involves generating image modification data with a computer animation model configured to modify frames of a video image to insert and animate the computer animation model within the frames of the video image, where the computer animation model of the image modification data comprises one or more control points. Motion patterns and speed harmonics are automatically associated with the control points, and motion states are generated based on the associated motions and harmonics. A probability value is then assigned to each motion state. The motion state probabilities can then be used when generating a pseudorandom animation.