Dynamic Kinematic Chain Solving for 3D Character Animation
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Solution Overview
Problem
Conventional 3D character animation tools face challenges in accurately depicting dynamically changing recursive custom dependencies, leading to reduced realism and increased time requirements due to the need for frequent set-up phases to re-determine hard-coded solving orders.
Innovation Solution
A computer-implemented method that dynamically detects evolving dependencies by calculating recursion depths and output values, allowing for real-time adjustment of kinematic chains and eliminating lag between dependency changes and output adjustments.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a hard-coded solving order is used during the solving phase, then the animation generation speed is improved, but the accuracy in depicting dynamically changing recursive custom dependencies deteriorates
Solution Approach 1:
The patent applies dynamics by making the solving order adaptive rather than static. The system dynamically determines solving orders based on current frame dependencies, allowing the animation system to adapt to changing character configurations and constraints in real-time, thus maintaining both speed and accuracy.
Solution Approach 2:
The system changes the parameter of solving order from a fixed hard-coded sequence to a dynamically determined sequence based on recursion depth calculations. By adjusting the solving order parameters according to actual dependency relationships in each frame, the system achieves both efficiency and precision.
2Manufacturing precision
If a new set-up phase is performed for each solving phase to re-determine the hard-coded solving order, then the accuracy in depicting dependencies is improved, but the time required to generate each frame increases to unacceptable levels
Solution Approach 1:
The patent segments the animation generation process into distinct phases: a one-time set-up phase that establishes the kinematic chain structure, and a solving phase that uses pre-calculated solving orders. This segmentation eliminates the need to re-determine solving orders for each frame, significantly reducing per-frame computation time while maintaining accuracy.
Solution Approach 2:
The system performs preliminary action by pre-calculating and storing solving orders during the initial set-up phase based on the kinematic chain structure. These pre-computed solving orders are then reused during the solving phase, avoiding redundant calculations and dramatically reducing the time required to generate each frame.
3Productivity
If the hard-coded solving order is reused for multiple frames, then the animation generation efficiency is improved, but the ability to capture dynamically changing recursive custom dependencies deteriorates
Solution Approach 1:
The patent uses copying by creating a copy of the solving order for each frame based on the pre-calculated template from the set-up phase. This copying approach allows the system to efficiently reuse solving orders while still capturing frame-specific dependencies, maintaining both efficiency and adaptability.
Data Source
AI summary
One embodiment of the present invention includes a double solve unit that configures a kinematic chain representing an animated character. The double solve unit generates a first solution for the kinematic chain based on a first solving order. While generating the first solution, the doubles solve unit determines the recursion depth of each output connector included in the kinematic chain. Subsequently, the double solve unit identifies any output connectors for which the recursion length exceeds a corresponding expected recursion depth—indicating that a custom recursive dependency exists that is not reflected in the first solution. For these custom recursive output connectors, the double solve unit creates a second solving order and generates a more accurate solution. Advantageously, identifying the custom recursive dependencies as part of the solution process enables the double solve unit to portray animated movements without incurring the quality degradation or prohibitive execution time of conventional techniques.


