Entity Agnostic Animation Tool for Mixed 2D 3D Scenes

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Solution Overview

Problem

Current graphics rendering and animation infrastructures require key frame-based animations, limiting their flexibility and interoperability across different graphical entities and platforms, making it difficult to visualize, create, and manipulate asynchronous or synchronous animation actions in mixed 2D and 3D scenes.

Innovation Solution

The development of entity-agnostic animation tools that decouple animation logic from specific entities, allowing animations to be defined in terms of movements without key frames, enabling seamless reuse and modification across various graphical entities and platforms, with a user interface for visualizing and editing animation sequences and groups.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If key frame-based animations are used in traditional graphics rendering infrastructures, then animation timing and control are simplified, but flexibility and interoperability across different graphical entities and platforms are limited

Engineering Contradiction:
Improveinteroperability across graphical entities and platformsVSAvoidanimation structure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The animation is segmented into separate temporal tracks, each representing a distinct animation action that can be independently defined, manipulated, and applied to different graphical entities. This segmentation allows the same animation logic to be reused across multiple entities without key frame coupling.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The animation infrastructure is designed to be universal by decoupling animation definitions from specific graphical entities. Animation actions are defined in a entity-agnostic manner, allowing the same animation to be applied to sprites, buttons, boxes, or any other graphical object across different platforms and rendering infrastructures.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Ease of operation

If key frame-based animations are used, then animation timing is easily controlled, but visualization and manipulation of asynchronous animation actions become difficult

Engineering Contradiction:
Improvevisualization and manipulation of animation actionsVSAvoidtime for animation creation and editing
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The animation editor introduces a temporal dimension by displaying animation actions as tracks arranged along a time axis. This visual representation allows programmers to easily see the timing, duration, and overlap of multiple animation actions, making it simple to create and edit asynchronous animations without extensive programming.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Productivity

If traditional rendering loops process each frame before rendering, then rendering efficiency is maintained, but dynamic modification and sharing of animations across platforms is limited

Engineering Contradiction:
Improverendering efficiencyVSAvoiddynamic modification and sharing capability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The animation definition is extracted from the frame processing loop and represented as independent temporal tracks that can be dynamically modified, shared, and applied without reprocessing entire frames. This extraction allows animations to be defined once and reused across different rendering infrastructures and platforms.

Inventive Principle:
Principle #2Taking out (Extraction)

4Ease of manufacture

If animations are explicitly tied to particular graphical entities, then animation-specific logic is simplified, but reuse and interoperability across different entities are hindered

Engineering Contradiction:
Improveanimation creation simplicityVSAvoidanimation reuse capability
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The animation system achieves universality by defining animations in terms of generic transformation actions (position, scale, rotation) that are applicable to any graphical entity. The temporal track system stores these actions in a entity-agnostic format, allowing the same animation to be applied to sprites, buttons, boxes, or any other graphical object without modification.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10210645B2Entity agnostic animation tool
Publication Date: 2019.02.19 APPLE INC
  • US10210645B2 patent drawing
  • US10210645B2 patent drawing
  • US10210645B2 patent drawing

AI summary

This disclosure relates generally to the field of image processing and, more particularly, to various techniques and animation tools for allowing 2D and 3D graphics rendering and animation infrastructures to be able to dynamically render customized animations—without the need for the customized animations to be explicitly tied to any particular graphical entity. These so-called entity agnostic animations may then be integrated into “mixed” graphical scenes (i.e., scenes with both two-dimensional and three-dimensional components), where they may be: applied to any suitable graphical entity; visualized in real-time by the programmer; edited dynamically by the programmer; and shared across various computing platforms and environments that support the entity agnostic animation tools described herein. The entity agnostic animations created by the techniques described herein may be output directly to the current scene file that a programmer is working on, or they may be output to standalone, reusable entity agnostic animation object files.