3D Avatar Partial Model Generation for Reduced Processing Load
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Solution Overview
Problem
Existing video game technologies require high processing power to recognize and process facial features in 3D avatars, leading to lower versatility and difficulty in smoothly progressing video games with realistic 3D avatars.
Innovation Solution
A video game processing apparatus that generates and controls 3D avatars by using a three-dimensional partial model generator, specifier, and display controller to create and display 3D avatars within virtual spaces, allowing for efficient progression of video games with reduced processing load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If highly recognition technique is used to recognize each part in a face expressed in a picture, then the realism of the video game is improved, but the processing power requirement increases and versatility decreases
Solution Approach 1:
The face is divided into multiple parts (eyes, eyebrows, nose, mouth, etc.) and each part is independently detected and processed. This segmentation allows the system to apply different processing techniques to different facial regions, achieving high realism without requiring uniformly high processing power across the entire face recognition system.
Solution Approach 2:
The patent uses template matching and pre-defined facial part models to represent actual facial features. Instead of performing complex real-time recognition of every facial detail, the system copies and applies standardized facial part templates to detected regions, maintaining realism while significantly reducing processing requirements.
2Adaptability or versatility
If processing is carried out to apply various changes to the detected parts, then the facial expression variation is improved, but the control apparatus complexity increases
Solution Approach 1:
The system dynamically adjusts facial expressions by independently modifying detected facial parts based on recognition results. Each facial part can be varied separately (eyes blinking, eyebrows raising, mouth opening) according to the recognized emotional state, enabling rich expression variation without requiring a completely different control apparatus for each expression type.
Solution Approach 2:
The patent varies facial expressions by changing parameters of detected facial parts such as position, size, shape, and orientation. For example, changing the curvature parameter of the mouth or the angle parameter of eyebrows achieves different expressions without adding complex control mechanisms.
Data Source
AI summary
A video game processing apparatus for controlling progress of a video game while displaying a three-dimensional avatar, arranged within a virtual space, on a display screen of a the display device is provided. A three-dimensional partial model is generated on the basis of two-dimensional image data inputted by a user of the video game processing apparatus. The three-dimensional partial model constitutes at least apart of a body of a three-dimensional avatar, including a face portion of the three-dimensional avatar. A plurality of three-dimensional partial models thus generated is stored in a three-dimensional partial model memory. At least one three-dimensional partial model for each scene in the video game is specified from the plurality of three-dimensional partial models. The display device is caused to display the three-dimensional avatar, which includes the specified three-dimensional partial model, in a corresponding scene on the display screen.


