Avatar Skinning Parameters via Constrained Optimization
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Solution Overview
Problem
Current methods for animating virtual avatars in augmented, mixed, and virtual reality are labor-intensive and time-consuming, particularly in real-time applications, as they require manual assignment of mesh vertices to bones by human animators, which is not suitable for real-time skinning in VR/AR/MR environments.
Innovation Solution
The development of computational systems and methods that use constrained optimization techniques to calculate skinning parameters based on high-order skeletons and biologically motivated constraints, reducing the need for manual input and enabling faster, more efficient animation of avatars in real-time contexts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual assignment of mesh vertices to bones is used, then animation quality can be controlled, but the process becomes labor-intensive and time-consuming
Solution Approach 1:
The system performs automatic vertex-to-bone assignment using computational algorithms that analyze the mesh structure and skeleton hierarchy independently, without requiring human animator intervention. The optimization process self-determines the optimal skinning parameters by evaluating anatomical constraints and motion fidelity requirements, thereby eliminating manual labor while maintaining high animation quality
Solution Approach 2:
The manual mechanical process of vertex assignment is replaced with a computational optimization system that uses mathematical algorithms to automatically calculate skinning parameters. The system substitutes human judgment and manual manipulation with automated computational methods that evaluate multiple constraints simultaneously and generate optimal results
2Productivity
If computational optimization is used to calculate skinning parameters, then productivity increases, but system complexity increases
Solution Approach 1:
The complex optimization problem is divided into manageable components by segmenting the skeleton into hierarchical joints and groups. Each joint transform is optimized independently based on local constraints, while maintaining consistency with parent and child joints. This segmentation allows the system to handle complexity through modular, hierarchical processing rather than attempting to optimize all vertices simultaneously
Solution Approach 2:
The system manages complexity by dynamically adjusting optimization parameters such as weight thresholds, constraint priorities, and iteration limits based on the specific animation requirements. These parameter changes allow the system to adapt its computational complexity to match the task at hand, using more aggressive optimization only when necessary while maintaining simplicity for routine animations
3Manufacturing precision
If high-fidelity animation is generated with reduced samples, then quality is maintained, but the optimization process becomes more computationally intensive
Solution Approach 1:
The system performs preliminary analysis of the mesh-skeleton correspondence before the main optimization process. It pre-calculates anatomical constraints, identifies critical vertices that require high-fidelity treatment, and establishes priority hierarchies for different body parts. This preliminary action allows the main optimization to focus computational resources only on critical areas, maintaining high fidelity where needed while reducing overall computational intensity
Solution Approach 2:
The system applies different levels of optimization quality to different regions of the avatar based on their importance and visual prominence. Critical areas such as the face and hands receive high-fidelity optimization with stricter constraints, while less prominent areas use standard optimization. This local quality approach maintains overall animation fidelity while significantly reducing the total computational resources required compared to uniform high-fidelity processing
Data Source
AI summary
Skinning parameters used to animate a virtual avatar can include mesh weights and joint transforms of a skeleton. Systems and methods are provided for determining skinning parameters using an optimization process subject to constraints based on human-understandable or anatomically-motivated relationships among skeletal joints. Input to the optimization process can include a high-order skeleton and the applied constraints can dynamically change during the optimization. The skinning parameters can be used in linear blend skinning (LBS) applications in augmented reality.


