Avatar Eyeball Texture Generation via Neural Network Segmentation

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Solution Overview

Problem

Current augmented reality (AR)/virtual reality (VR) devices struggle to accurately render an avatar's gaze, as the eyes are overly dependent on the rest of the facial expression and lack a separate model for the eyeballs, resulting in an inability to reproduce a real gaze.

Innovation Solution

A method is introduced to render an avatar's eyes using a separated 3D mesh and eyeball texture, where a neural network generates the eyeball texture based on detected keypoints and facial mesh, allowing for independent control of the gaze direction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the avatar's eyes are rendered using the entire facial expression model, then the facial expression reproduction is comprehensive, but the gaze accuracy deteriorates because the eyes become overly dependent on the rest of the facial expression

Engineering Contradiction:
Improvegaze accuracyVSAvoidmodel structure
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent divides the facial expression model into separate components: a facial expression model for the overall face and an independent eye model for the eyes. This segmentation allows the eye model to independently control gaze direction while the facial expression model handles other facial movements, thereby improving gaze accuracy without excessive complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The eye model is extracted from the overall facial expression model as a separate, independent component. This extraction enables the eyes to be controlled independently from the rest of the facial expression, allowing accurate gaze reproduction while maintaining comprehensive facial expression capabilities.

Inventive Principle:
Principle #2Taking out (Extraction)

2Ease of manufacture

If the avatar's eyes are rendered as textures only, then the rendering process is simple, but the ability to reproduce real gaze deteriorates

Engineering Contradiction:
Improverendering simplicityVSAvoidgaze reproduction accuracy
Core Design Contradiction:
Ease of manufactureVSMeasurement precision

Solution Approach 1:

The eye rendering is segmented into two parts: a texture component for the basic eye appearance and a separate eyeball mesh component for the spherical shape and gaze direction. This segmentation maintains rendering simplicity through texture usage while enabling accurate gaze reproduction through the independent eyeball mesh transformation.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If the eyeball model is coupled with the facial expression model, then the overall facial animation is coordinated, but the independence of gaze control deteriorates

Engineering Contradiction:
Improvegaze control independenceVSAvoidmodel structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The model structure is segmented into a facial expression model and an independent eye model. The eye model receives both facial expression inputs and independent gaze direction inputs, allowing it to adapt to both coordinated facial animation and independent gaze control requirements without excessive structural complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The eye model is designed to be multi-functional: it responds to facial expression inputs for coordinated animation and to independent gaze direction inputs for gaze control. This universality allows the same model structure to handle both coordination and independence requirements.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS11010951B1Explicit eye model for avatar
Publication Date: 2021.05.18 META PLATFORMS TECHNOLOGIES LLC
  • US11010951B1 patent drawing
  • US11010951B1 patent drawing
  • US11010951B1 patent drawing

AI summary

In one embodiment, a system may capture one or more images of a user using one or more cameras, the one or more images depicting at least an eye and a face of the user. The system may determine a direction of a gaze of the user based on the eye depicted in the one or more images. The system may generate a facial mesh based on depth measurements of one or more features of the face depicted in the one or more images. The system may generate an eyeball texture for an eyeball mesh by processing the direction of the gaze and the facial mesh using a machine-learning model. The system may render an avatar of the user based on the eyeball mesh, the eyeball texture, the facial mesh, and a facial texture.