3D Avatar Stylization Using Normal-Regularized Deformation
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Solution Overview
Problem
Creating high-quality 3D digital content, such as stylized avatars, is a tedious process that requires significant human labor and computational resources, involving complex techniques like digital sculpting and shape deformation.
Innovation Solution
The implementation of a computer-implemented method that stylizes 3D avatar bodies by applying scaling, positional, and orientation controls, while minimizing an energy function to deform body parts, thereby reducing human effort and computational resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If traditional digital sculpting and modeling techniques are used to create high-quality 3D avatars, then the quality and detail of the 3D content is improved, but the time consumption and human labor required increases significantly
Solution Approach 1:
The patent uses a template-based approach where pre-defined 3D avatar templates serve as copies that can be rapidly instantiated and customized. Instead of creating each avatar from scratch through digital sculpting, the system copies and adapts existing templates, dramatically reducing creation time while maintaining quality through the standardized template design
Solution Approach 2:
The patent performs preliminary actions by pre-defining avatar templates with standardized structures, proportions, and stylistic features. This preliminary preparation allows subsequent avatar creations to proceed quickly through parameter adjustment rather than requiring complete modeling from scratch, resolving the contradiction between quality and time consumption
2Manufacturing precision
If traditional digital sculpting techniques are used to create stylized 3D avatars, then the artistic quality and stylization accuracy is improved, but the complexity of the process and number of artists required increases
Solution Approach 1:
The patent segments the avatar creation process into distinct components: template selection, parameter adjustment, and automatic generation. By dividing the complex digital sculpting process into these manageable segments, the system maintains stylization accuracy through controlled parameters while reducing overall process complexity and the need for multiple artists
Solution Approach 2:
The system performs self-service by automatically generating stylized 3D avatars from selected templates and parameters without requiring manual digital sculpting. The automated generation process maintains artistic quality through algorithmic consistency while eliminating the need for skilled artists to perform tedious sculpting work
3Manufacturing precision
If detailed manual modeling is used to create 3D avatar body parts, then the precision and quality of individual components is improved, but the overall productivity and efficiency of content creation decreases
Solution Approach 1:
The patent uses copying by implementing reusable 3D body part components that can be automatically assembled from template definitions. Instead of manually modeling each component, the system copies pre-defined geometric primitives and combines them through parameter control, maintaining component quality while dramatically improving productivity
Solution Approach 2:
The patent performs preliminary action by pre-defining body part geometries, materials, and assembly rules in the template. This preliminary preparation enables rapid instantiation of high-quality components without requiring detailed manual modeling during the actual content creation process, resolving the contradiction between component quality and creation efficiency
Data Source
AI summary
Some implementations relate to methods, systems, and computer-readable media to stylize a three-dimensional (3D) avatar in a virtual experience using controls to set constraints. The stylizing may include performing applying a scaling control to a body part of the avatar body to change a size of at least one component of the body part, applying a positional control to the body part of the avatar body to change at least one from the group of a shape of the at least one component of the body part, a position of the at least one component of the body part, and a combination thereof, and/or applying an orientation control to the body part of the avatar body to change an orientation of the at least one component of the body part; and deforming the body part of the avatar body accordingly based on minimizing an energy function.


