CG Animation System Expression Graph for Real-Time Rendering

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Solution Overview

Problem

Conventional 3D computer graphics (CG) animation systems are inefficient, requiring extensive time to produce animated content due to complex user interfaces, lack of instant visual feedback, and limitations in non-destructive experimentation and collaboration, leading to delayed animation processes.

Innovation Solution

A CG animation system utilizing a unified generalized expression graph with mechanisms for level-of-detail control, adaptive caching, lazy evaluation, predictive computation, and progressive refinement, enabling real-time guarantees for minimum graphics frame rates and supporting new workflow paradigms like layered animation and motion-path manipulation of articulated bodies.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional 3D CG animation systems are used, then animation content can be produced with current technology, but production time is excessively long (up to four years for a two-hour animated movie)

Engineering Contradiction:
Improveanimation production speedVSAvoidtime to produce animated content
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system pre-calculates and caches animation data during idle periods or between frames, preparing computation results in advance. This allows the rendering system to quickly retrieve pre-computed data during actual animation playback, significantly reducing real-time processing requirements and enabling faster production cycles.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates and uses proxy representations of complex animation data structures, allowing animators to work with simplified models that can be quickly manipulated and visualized. These proxies are then automatically converted to final high-quality animation data, enabling rapid iteration without sacrificing final output quality.

Inventive Principle:
Principle #26Copying

2Ease of operation

If conventional 3D CG animation systems are used, then animation can be created, but instant visual feedback is not available due to slow frame update times

Engineering Contradiction:
Improvevisual feedback responsivenessVSAvoidframe update speed
Core Design Contradiction:
Ease of operationVSSpeed

Solution Approach 1:

The animation system divides the rendering pipeline into separate independent stages: animation data generation, physics simulation, lighting calculation, and final rendering. Each stage can be updated independently and cached separately, allowing the system to provide visual feedback at key stages without waiting for complete re-rendering of the entire scene, thus enabling instant visual feedback during animation development.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If conventional 3D CG animation systems are used, then animation functionality can be provided, but the user interface is too complex and not intuitive, requiring excessive learning time

Engineering Contradiction:
Improveanimation system functionalityVSAvoiduser interface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system automatically manages complex animation parameters, rendering settings, and resource allocation without requiring manual user configuration. Intelligent defaults and context-aware suggestions are provided based on the current animation state, allowing users to achieve professional results without needing to understand or configure the underlying complex system parameters, thus simplifying the user interface while maintaining full functionality.

Inventive Principle:
Principle #25Self-service

4Adaptability or versatility

If conventional 3D CG animation systems are used, then animation can be produced, but non-destructive experimentation is limited, forcing compromises on creativity

Engineering Contradiction:
Improveexperimentation flexibilityVSAvoidtime for creative experimentation
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system allows animators to dynamically adjust animation parameters, material properties, and environmental settings without committing to final decisions. All changes are non-destructive and can be reverted or modified at any point during the animation process, enabling extensive creative experimentation without time pressure or fear of ruining previous work, thus enhancing creativity while maintaining efficient production.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10546405B2Techniques and workflows for computer graphics animation system
Publication Date: 2020.01.28 DIGITALFISH INC
  • US10546405B2 patent drawing
  • US10546405B2 patent drawing
  • US10546405B2 patent drawing

AI summary

The disclosed implementations describe techniques and workflows for a computer graphics (CG) animation system. In some implementations, systems and methods are disclosed for representing scene composition and performing underlying computations within a unified generalized expression graph with cycles. Disclosed are natural mechanisms for level-of-detail control, adaptive caching, minimal re-compute, lazy evaluation, predictive computation and progressive refinement. The disclosed implementations provide real-time guarantees for minimum graphics frame rates and support automatic tradeoffs between rendering quality, accuracy and speed. The disclosed implementations also support new workflow paradigms, including layered animation and motion-path manipulation of articulated bodies.