Character Attribute Transfer via Geometric Correspondence
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Solution Overview
Problem
The existing methods for creating animated characters in computer graphics are time-consuming and restrictive, as each character requires a unique joint hierarchy, rig, and set of skinning weights, limiting artistic freedom and increasing costs when dealing with large numbers of characters.
Innovation Solution
A method for transferring characteristics from a source animated character to a target character by identifying markers, establishing geometric correspondence, and transferring joint hierarchies and skinning weights independently of geometric differences, allowing for the creation of new characters without the need for custom designs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a common geometric object with unique appearance is used for all characters, then efficiency is improved by avoiding creation of unique joint hierarchy, rig, and skinning weights for each character, but artistic freedom is restricted because the geometric object must have the same topology for all characters
Solution Approach 1:
The patent segments the character creation process into two independent parts: the geometric object (mesh representation) and the rigging system (joint hierarchy, rig, skinning weights). This segmentation allows the geometric object to maintain a common topology for efficiency while the rigging system can be independently adapted to different characters, preserving artistic freedom.
Solution Approach 2:
The patent introduces a geometric correspondence relationship as an intermediary between the common geometric object and different character instances. This intermediary enables the transfer of rigging characteristics from a source character to target characters with different topologies, allowing the system to maintain efficiency while adapting to various artistic requirements.
2Adaptability or versatility
If separate joint hierarchy, geometric object, rig, and skinning weights are created for each character, then artistic freedom is maintained, but time consumption and labor increase significantly
Solution Approach 1:
The patent creates a universal common geometric object that can serve multiple character instances. By establishing geometric correspondence relationships, the same geometric object can be used across different characters while maintaining topological consistency, thereby reducing the need to recreate geometric objects for each character and significantly reducing time consumption.
Solution Approach 2:
The patent uses copying by transferring rigging characteristics (joint hierarchy, skinning weights) from a source character to target characters through geometric correspondence. This allows the system to preserve artistic freedom in character design while avoiding the time-consuming process of creating rigging systems from scratch for each character.
3Productivity
If the same common joint hierarchy and rig are applied across different geometric objects, then productivity is improved, but the geometric objects are constrained to have the same topology
Solution Approach 1:
The patent introduces dynamic adaptation through geometric correspondence relationships that can handle different topologies. The system dynamically adjusts the correspondence based on the specific geometric object while maintaining the common joint hierarchy and rig structure, allowing flexibility in topology without sacrificing productivity.
Data Source
AI summary
One embodiment of the invention disclosed herein provides techniques for transferring attributes from a source animated character to a target character. A character attribute transfer system identifies a first set of markers corresponding to the source animated character. The character attribute transfer system identifies a second set of markers corresponding to the target character. The character attribute transfer system generates a geometric correspondence between the source animated character and the target character based on the first set of markers and the second set of markers independent of differences in geometry between the source animated character and the target character. The character attribute transfer system transfers a first attribute from the source animated character to the target character based on the geometric correspondence.


