Body-Shape-Aware Trajectory Processing for Animation Retargeting
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Solution Overview
Problem
Existing animation retargeting technologies fail to accurately match character animations due to differences in aspects such as height, weight, and body measurements, leading to model interpenetration and improper interaction between characters.
Innovation Solution
A method and apparatus for trajectory information processing that involves generating object geometry based on body shape features, migrating object trajectory information, determining collision points, adjusting collision positions, and correcting trajectory information to ensure accurate interaction without collision, using local geometries and collision avoidance positions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If animation retargeting is performed based only on bone differences between characters, then animation migration efficiency is improved, but animation accuracy and character characteristic matching deteriorate
Solution Approach 1:
The patent segments the character model into multiple local geometries (head geometry, torso geometry, limb geometries, etc.) that are independently generated based on body shape features. This segmentation allows each local geometry to be adjusted according to the target character's specific body measurements, thereby improving animation accuracy while maintaining efficient migration through modular processing.
Solution Approach 2:
The patent applies local quality by generating different local geometries with specific properties tailored to different body regions. Each local geometry is created based on relevant body shape features (e.g., head geometry based on head circumference, torso geometry based on bust/waist/hip measurements), ensuring that each part accurately reflects the target character's characteristics rather than using a uniform approach.
2Device complexity
If character body shape differences are not considered in animation migration, then processing complexity is reduced, but model interpenetration and collision errors increase
Solution Approach 1:
The patent performs preliminary action by pre-generating local geometries based on the target character's body shape features before animation migration. The collision detection and adjustment processes are also performed in advance to identify and resolve potential interpenetration issues before final animation rendering, ensuring reliable character interactions without increasing runtime processing complexity.
Solution Approach 2:
The patent introduces local geometries as intermediary elements between the source animation data and the target character model. These local geometries act as mediators that translate generic animation trajectories into character-specific movements by incorporating body shape features, thereby ensuring accurate interactions without requiring complex direct mapping between different character proportions.
3Manufacturing precision
If local geometries are used to represent character parts, then animation accuracy is improved, but collision detection complexity increases
Solution Approach 1:
The patent segments the character into distinct local geometries (head, torso, limbs, etc.) that can be independently processed for collision detection. This segmentation allows collision algorithms to focus on specific body parts and their interactions rather than treating the entire character as a single complex object, thereby managing detection complexity through modular analysis.
Solution Approach 2:
The patent extracts collision-prone areas by identifying specific collision points between local geometries and focusing computational resources on these critical interaction points. Rather than performing exhaustive collision detection across all surfaces, the system extracts and prioritizes detection at key anatomical interfaces where interpenetration is most likely to occur.
Data Source
AI summary
A trajectory information processing method includes: generating an object geometry of a first object based on a body shape feature of the first object, the object geometry including a plurality of local geometries, and the local geometries surrounding at least one part of the first object; obtaining object trajectory information of a second object, and migrating the object trajectory information of the second object to the object geometry, to obtain object trajectory information of the object geometry; determining a plurality of collision points at which the local geometries collide during interaction, and determining collision occurrence positions of the plurality of collision points; performing position adjustment to obtain collision avoidance positions of the plurality of collision points; and correcting the object trajectory information of the object geometry based on the collision occurrence positions and the collision avoidance positions, to obtain object trajectory information of the first object.


