Dynamic Avatar Head Generation with Automated Rigging and Caging
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Solution Overview
Problem
Existing methods for creating avatar heads in virtual experience platforms are labor-intensive and time-consuming, particularly in skinning and caging processes, which affect the realism and efficiency of avatar animation.
Innovation Solution
A method is provided that automatically computes a Linear Blend Skinning (LBS) rig and cage for avatar heads using deformation-prediction and landmark-prediction models, which includes detecting collisions and performing an SSDR procedure to generate realistic animations efficiently.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual skinning and caging processes are used for avatar head creation, then animation realism can be achieved, but the process becomes labor-intensive and time-consuming
Solution Approach 1:
The system performs self-service by automatically computing LBS rigs and head cages through deformation-prediction models and SSDR procedures, eliminating the need for manual skinning and caging operations while maintaining animation realism
Solution Approach 2:
The patent replaces manual mechanical skinning processes with computational algorithms including deformation-prediction models and SSDR (Sparse Closed-Form Solution for Skinning Deformation Recovery) procedures, substituting human labor with automated mathematical computations
2Productivity
If automated deformation-prediction models are used, then productivity increases, but computational complexity increases
Solution Approach 1:
The patent extracts and separates the complex computational tasks into distinct modular components: deformation-prediction models for generating pose-specific deformations, SSDR procedures for computing skinning weights, and collision detection modules, allowing each to be optimized independently
Solution Approach 2:
The automated avatar creation process is segmented into multiple independent stages including mesh deformation generation, collision detection, LBS rig computation, and head cage computation, reducing overall computational complexity by breaking down the monolithic problem into manageable sub-problems
3Manufacturing precision
If collision detection and adjustment procedures are implemented, then animation realism is improved, but processing time increases
Solution Approach 1:
The system performs preliminary collision detection and mesh deformation adjustments before final LBS rig computation, identifying and correcting potential collisions in advance to prevent unrealistic animations without requiring iterative recalculations during the main rendering process
Data Source
AI summary
According to one aspect of the present disclosure, a computer-implemented method of dynamic head generation is provided. The method may include computing a linear blend skinning (LBS) rig associated with an avatar head based on a set of mesh deformations for a plurality of poses of the avatar head. The LBS rig may include a set of skinning joints and a set of joint weights. Each joint weight of the set of joint weights may be assigned to a vertex of a mesh of the avatar head in a neutral pose. The method may include computing an adjusted head cage for the avatar head based on a correspondence between the mesh of the avatar head in the neutral pose and a template head cage using a landmark-prediction model or a regression model. The method may include animating the avatar head based on the LBS rig and the adjusted head cage.


