Avatar Controller Mapping for Interoperable Mesh Animation
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Solution Overview
Problem
Existing technologies for streaming avatar animation data, such as those based on glTF 2.0, do not effectively support the transmission of controller animations, limiting the flexibility and interoperability of avatar representations across different digital environments.
Innovation Solution
The proposed solution involves using the MPEG_controllers extension to define associations between input controller index values and target controller index values for avatars, along with input weight values and corresponding transformations, enabling the application of these transformations to meshes in a timed manner, and supporting the display of avatars in immersive environments.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If existing glTF 2.0 technologies are used for streaming avatar animation data, then the transmission can be maintained with current standards, but the flexibility and interoperability of avatar representations are limited
Solution Approach 1:
The patent segments avatar animation data transmission into distinct controller components, where each controller represents a specific animation parameter or transformation. This segmentation allows for modular transmission and application of animations, improving flexibility without overwhelming system complexity.
Solution Approach 2:
The patent creates a universal controller animation framework that can represent multiple types of avatar transformations (scaling, rotation, morphing) through a common syntax structure. This multi-functional approach enables a single transmission system to handle diverse animation needs across different avatar representations.
2Manufacturing precision
If controller animations are transmitted with detailed transformations, then the animation quality and precision are improved, but the data transmission complexity and processing requirements increase
Solution Approach 1:
The patent represents complex transformations through simplified parameter changes in the syntax structures. Each controller animation is defined by key parameters (input values, output values, weight values) that can be transmitted efficiently while maintaining high transformation precision when applied to the avatar mesh.
3Adaptability or versatility
If multiple syntax structures are used to define controller associations and transformations, then the interoperability across different digital environments is improved, but the processing overhead and computational requirements increase
Solution Approach 1:
The patent performs preliminary organization of controller associations and transformations during the data preparation phase, creating structured syntax structures that can be efficiently processed during runtime. The associations between input controllers and target controllers are pre-defined, reducing computational overhead during actual animation application.
Data Source
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AI summary
Some embodiments of a method may include: obtaining a plurality of first syntax structures, each first syntax structure defining an association between an input controller index value and a corresponding target controller index value for at least one mesh associated with an avatar; selecting one of the first syntax structures; and applying, to a mesh associated with the avatar, a transformation using the selected first syntax structure.