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

VSEngineering 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

Engineering Contradiction:
Improveanimation realismVSAvoidavatar creation efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

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

Inventive Principle:
Principle #25Self-service

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

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Productivity

If automated deformation-prediction models are used, then productivity increases, but computational complexity increases

Engineering Contradiction:
Improveavatar creation efficiencyVSAvoidcomputational complexity
Core Design Contradiction:
ProductivityVSDevice complexity

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

Inventive Principle:
Principle #2Taking out (Extraction)

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

Inventive Principle:
Principle #1Segmentation

3Manufacturing precision

If collision detection and adjustment procedures are implemented, then animation realism is improved, but processing time increases

Engineering Contradiction:
Improveanimation realismVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

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

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250218093A1Dynamic head generation for animation
Publication Date: 2025.07.03 ROBLOX CORP
  • US20250218093A1 patent drawing
  • US20250218093A1 patent drawing
  • US20250218093A1 patent drawing

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.