3D Avatar Animation via Skeletal Movement Vectors

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Solution Overview

Problem

Existing virtual rendering systems face challenges in maintaining the illusion of virtual objects in real-world environments due to environmental conditions, user actions, and unanticipated visual interruptions.

Innovation Solution

The system improves the rendering of virtual objects by dynamically adjusting their placement, positioning, and movement based on previously captured movement of real-world objects, using a set of skeletal joints to create a movement vector that is applied to virtual objects like avatars.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If virtual objects are rendered in real-world environments using augmented reality systems, then engaging and entertaining experiences are created, but environmental conditions and visual interruptions cause virtual objects to disappear or behave erratically, breaking the illusion of presence

Engineering Contradiction:
Improvestability of virtual object renderingVSAvoidenvironmental conditions and visual interruptions
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary actions by capturing movement data of real-world objects before rendering virtual objects. Motion capture technology records the movement vectors of tracked objects in advance, allowing the virtual rendering system to pre-establish movement patterns and environmental parameters. This preliminary capture enables the system to anticipate and adapt to environmental changes, maintaining virtual object stability even when visual interruptions occur.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates accurate copies of real-world object movements by capturing and storing motion data. Virtual objects are rendered as copies that replicate the movement patterns, trajectories, and behavioral characteristics of real-world objects. This copying approach ensures that virtual objects maintain consistent behavior across different environmental conditions, preserving the illusion of presence by faithfully reproducing real-world motion dynamics.

Inventive Principle:
Principle #26Copying

2Reliability

If virtual objects are dynamically adjusted based on captured movement of real-world objects, then realism and natural interaction are enhanced, but system complexity and processing requirements increase

Engineering Contradiction:
Improverealism of virtual object interactionVSAvoidcomplexity of motion capture and rendering system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system achieves universality by creating a multi-functional platform that combines motion capture, movement vector analysis, and virtual rendering capabilities in a single integrated system. The same infrastructure serves multiple purposes: tracking real-world objects, capturing movement data, analyzing motion patterns, and rendering virtual objects with natural interactions. This multi-functionality reduces overall system complexity by eliminating the need for separate specialized systems for each function.

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

Solution Approach 2:

The system implements self-service through automated movement vector extraction and virtual object adjustment. The motion capture system automatically records and analyzes movement patterns without manual intervention, and the rendering engine autonomously adjusts virtual object parameters based on captured data. This self-service capability reduces operational complexity and allows the system to maintain high realism standards through automatic adaptation to real-world object movements.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250148684A1Body animation sharing and remixing
Publication Date: 2025.05.08 SNAP INC
  • US20250148684A1 patent drawing
  • US20250148684A1 patent drawing
  • US20250148684A1 patent drawing

AI summary

Aspects of the present disclosure involve a system comprising a computer-readable storage medium storing at least one program, and a method for performing operations comprising: receiving, by a client device associated with a first user, a communication from a second user; retrieving, from the communication, a movement vector representing three-dimensional (3D) movement of a set of skeletal joints of the second user; receiving, by the client device associated with the first user, input that selects a 3D avatar; and animating, based on the movement vector, the 3D avatar to mimic the 3D movement of the set of skeletal joints of the second user.