Real-Time Character Model Deformation via Directed Graph Constraints
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Solution Overview
Problem
Current methods for procedural deformation of character models in three-dimensional computer graphics are inefficient, resulting in low display refresh rates, which are inadequate for real-time applications such as video games, where high frame rates are required to process multiple characters effectively.
Innovation Solution
A system and method utilizing a directed graph with nodes representing operations and connections for data flow, a dependency solver to resolve operation order, and a compiler to generate optimized machine instructions, which are then optimized and executed to provide real-time pose-based deformation of character models, enabling faster and more realistic animation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If custom applications are created for each secondary animation effect using traditional modeling approaches, then the deformation can be customized and edited, but the operational speed decreases and display refresh rate becomes low
Solution Approach 1:
The patent replaces traditional mechanical modeling approaches with a rule-based system using directed graphs and constraint solvers. Instead of manually creating custom applications for each deformation effect, the system uses mathematical constraints and graph-based rules to automatically compute deformations, achieving both customization and high computational speed.
Solution Approach 2:
The system changes the approach from fixed procedural models to parameter-driven deformations. By using constraint-based rules that can be dynamically adjusted through parameter modification in the directed graph, the system achieves flexible customization without sacrificing performance. The constraints can be solved efficiently to produce real-time deformations.
2Extent of automation
If traditional character model deformation methods are used, then the deformation can be procedurally generated, but the display refresh rate is limited to low frames per second
Solution Approach 1:
The deformation process is segmented into independent constraint-based rules represented as nodes in a directed graph. Each node represents a specific deformation constraint that can be solved independently and in parallel, enabling efficient procedural generation at high frame rates. The graph structure allows for modular composition of deformation effects.
Solution Approach 2:
The patent introduces a constraint solver as an intermediary between the skeletal animation and the character model deformation. This mediator processes the skeletal poses and computes appropriate deformations by solving the directed graph of constraints, enabling automated procedural deformation at real-time speeds.
3Adaptability or versatility
If multiple characters are processed simultaneously in video games, then the system can handle complex scenes, but the computational load increases and real-time performance becomes difficult to maintain
Solution Approach 1:
The system creates a universal deformation framework that can be applied to multiple characters using the same directed graph and constraint solving approach. The same rule-based system handles different characters and deformation types, eliminating the need for character-specific custom applications and enabling efficient batch processing.
Data Source
AI summary
Systems and methods for animating a character model by deforming the character model based on poses. Embodiments may contain a modeling component in which a user may create a character model that contains a rig representing animation controls applied to the model, and geometric/graphic parameters for graphically rendering the model. The user also may create directed graphs that contain nodes representing operations that act on the character model and directional connections representing data flow between nodes. The embodiments may contain a compiling component that convert a directed graph into a sequence of instructions that perform the operations denoted at the nodes. The embodiments provide tools and methods to reduce redundancies in the sequence of instructions producing an optimized version of instruction sequence. The resulting instructions are then convertible into machine code for running on a video game device or loaded into a plug-in of a graphic rendering engine.


