Dynamic Effects Engine Velocity Field Animation Control

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Solution Overview

Problem

Current techniques for generating dynamic effects animations, such as key framing and physical simulation tools, are either time-consuming and require artistic expertise, or fail to meet artistic goals due to lack of control over the animation process.

Innovation Solution

A computer-implemented method using a dynamic effects subsystem with a dynamic effects engine and GUI that computes velocity fields for flow particles to automatically update graphical objects, allowing for artistic control and efficient generation of realistic animations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If key framing is used to generate dynamic effects animation, then artistic control is complete, but time consumption is excessive and requires artistic expertise

Engineering Contradiction:
Improveartistic controlVSAvoidtime consumption
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The animation generation process is segmented into two distinct phases: (1) key frame generation using physical simulation tools which handles the time-consuming computational work, and (2) intermediate frame interpolation using neural networks which rapidly generates realistic intermediate states. This segmentation allows the system to leverage automated simulation for structure and AI interpolation for realism, dramatically reducing manual time investment while preserving artistic control through the key frame selection process.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A neural network model serves as an intermediary between the physical simulation key frames and the final animation output. This intermediary learns the mapping from key frame configurations to realistic intermediate states, enabling the system to generate high-quality animation frames without requiring manual creation of each frame. The neural network acts as a bridge that translates sparse key frame data into dense, realistic animation sequences.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of time

If physical simulation tools are used to reduce time, then time consumption is reduced, but artistic control is lost

Engineering Contradiction:
Improvetime consumptionVSAvoidartistic control
Core Design Contradiction:
Loss of timeVSEase of operation

Solution Approach 1:

The system segments the animation pipeline so that physical simulation tools are used only for generating key frames (providing structural control), while neural network interpolation handles the intermediate frames (providing realistic detail). This segmentation allows artists to maintain control over the essential key moments while the AI handles the computationally intensive interpolation, combining the strengths of both approaches.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system incorporates feedback mechanisms where the neural network is trained on pairs of key frames and their corresponding intermediate frames, learning to predict realistic transitions. During generation, the network receives key frame inputs and produces intermediate frames that feedback into the final animation sequence, ensuring artistic consistency while maintaining realism throughout the animation.

Inventive Principle:
Principle #23Feedback

3Productivity

If physical simulation tools are used, then time is reduced, but understanding and control of the simulation process is difficult

Engineering Contradiction:
Improveanimation generation speedVSAvoidcontrol understanding
Core Design Contradiction:
ProductivityVSDifficulty of detecting and measuring

Solution Approach 1:

The neural network acts as an intermediary that translates complex physical simulation parameters into visually intuitive animation results. Instead of requiring artists to directly control and understand complex simulation physics, the network learns the relationship between key frame configurations and realistic motion, providing a more accessible interface for artistic control while maintaining high productivity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates a learned model (copy) of the physical simulation process through neural network training. This copied model captures the essential dynamics and visual characteristics of realistic motion without requiring artists to understand the underlying complex physics. The network copy can be applied repeatedly to generate animations quickly while maintaining visual fidelity to realistic physical behavior.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS10467794B2Techniques for generating dynamic effects animations
Publication Date: 2019.11.05 AUTODESK INC
  • US10467794B2 patent drawing
  • US10467794B2 patent drawing
  • US10467794B2 patent drawing

AI summary

In one embodiment, a dynamic effects subsystem automatically generates a dynamic effects animation. A graphical user interface enables an animator to sketch applied energies that influence graphical objects. Each applied energy includes flow particles that are associated with velocity fields. Over time, a dynamic effects engine moves the flow particles and the associated velocity fields along a overall direction associated with the applied energy. To generate each frame included in the dynamic effects animation, the dynamic effect engine computes samples of the graphical objects, computes the influences of the velocity fields on the samples, and updates the positions of the samples based on the influences of the velocity fields. Notably, the applied energies and the flow particles enable the animator to effectively and interactively control the automated animation operations of the dynamic effects engine. Consequently, the resulting dynamic effects animation meets artistic, performance, and physical accuracy goals.