Blendshape Matrix Block Compression for Real-Time 3D Rendering
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Solution Overview
Problem
The blendshapes method for 3D animation requires a large number of target shapes to achieve high-quality animation, leading to memory-intensive blendshape matrices that are difficult to process in real-time, resulting in inefficient performance and potential quality degradation when compressed using existing techniques like PCA or HSS.
Innovation Solution
A computer-implemented method that compresses the blendshape matrix using a recursive division routine, applying global and local clusterization processes, and matrix approximation techniques to divide the matrix into smaller blocks, improving compression ratios and achieving real-time rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If a large number of target shapes are used in the blendshape method, then high-quality animation is achieved, but real-time performance becomes difficult to achieve
Solution Approach 1:
The patent divides the large blendshape matrix into multiple smaller block matrices, then applies recursive division to each block to create a hierarchical structure. This segmentation allows the system to handle high-quality animation data while reducing the computational burden for real-time processing by working with smaller matrix blocks instead of the entire large matrix.
Solution Approach 2:
The patent transforms the traditional 2D blendshape matrix into a 3D hierarchical block structure through recursive division. This dimensional transformation creates multiple levels of matrix blocks that can be processed independently, enabling real-time performance while preserving the high-quality animation data.
2Quantity of substance
If existing compression techniques like PCA or HSS are used on blendshape matrices, then compression is achieved, but quality degradation occurs
Solution Approach 1:
The patent applies different compression strategies to different block matrices based on their local characteristics. Each block matrix is processed independently, allowing the system to preserve important local features while compressing less critical areas, thereby maintaining overall animation quality while achieving compression.
Solution Approach 2:
By dividing the blendshape matrix into multiple block matrices before compression, the patent enables selective compression of different regions. This segmentation allows the system to maintain high quality in critical areas while achieving compression in less critical areas, avoiding the uniform quality loss that occurs with traditional compression techniques.
3Manufacturing precision
If a large number of target shapes are used, then detailed pose representation is achieved, but memory usage increases
Solution Approach 1:
The patent implements a nested hierarchical structure where large block matrices contain smaller sub-blocks, which in turn contain even smaller blocks. This nesting allows the system to represent detailed poses using a compact hierarchical structure, reducing memory usage while preserving the ability to represent fine-grained pose details through the nested levels.
Solution Approach 2:
The patent segments the large blendshape matrix into multiple smaller block matrices that can be stored and processed independently. This segmentation reduces the memory footprint by allowing selective loading and processing of only the necessary block matrices, while still maintaining detailed pose representation through the collection of blocks.
Data Source
AI summary
The systems and methods described herein can pre-process a blendshape matrix via a global clusterization process and a local clusterization process. The pre-processing can cause the blendshape matrix to be divided into multiple blocks. The techniques can further apply a matrix compression technique to each block of the blendshape matrix to generate a compression result. The matrix compression technique can comprise a matrix approximation step, an accuracy verification step, and a recursive compression step. The compression result for each block may be combined to generate a compressed blendshape matrix for rendering a virtual entity.


