Goal-Based Animation Interpolation for Virtual Agent Motion

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing animation techniques for virtual agents in computer-generated environments result in unnatural, jagged motions due to sharp transitions and pauses between movements, especially when interacting with stationary or dynamic targets.

Innovation Solution

The implementation of goal-based, second-order animation techniques that interpolate first-order animation paths to generate smoother, continuous motion paths for virtual agents, reducing or eliminating pauses and enhancing the naturalness of the animation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional first-order animation paths are used to animate virtual agent movements, then the animation can be defined with simple target positions and movement durations, but the resulting motion appears unnatural and jagged with sharp transitions and pauses between movements

Engineering Contradiction:
Improveease of defining animationVSAvoidnaturalness of animation
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent introduces an intermediary interpolation mechanism between discrete first-order animation paths. This intermediary component smoothly transitions between paths by calculating intermediate positions, velocities, and accelerations, thereby eliminating sharp transitions and pauses while maintaining the simplicity of defining individual movements to targets.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent changes the parameters from simple position-based first-order animations to second-order animations that incorporate velocity and acceleration parameters. This parameter transformation enables continuous, natural-looking motion by smoothly varying the movement characteristics between targets, resolving the contradiction between ease of definition and naturalness of execution.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If multiple separate animation paths are defined for each movement to a target, then each movement can be precisely controlled, but the overall animation becomes complex and time-consuming to achieve natural transitions

Engineering Contradiction:
Improveprecision of movement controlVSAvoidcomplexity of animation system
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent merges multiple separate first-order animation paths into a unified second-order animation system. Instead of managing separate paths for each movement, the system combines them and uses interpolation to generate smooth transitions, thereby reducing system complexity while maintaining precise control over each individual movement through the interpolated paths.

Inventive Principle:
Principle #5Merging (Combining)

3Reliability

If pauses are included between movements to allow for natural timing, then the animation appears more realistic, but the total animation time increases and the virtual agent appears less responsive

Engineering Contradiction:
Improverealism of animationVSAvoidtotal animation duration
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent implements continuous second-order interpolation that eliminates pauses between movements. The interpolation mathematically ensures continuous position, velocity, and acceleration, allowing the virtual agent to transition smoothly from one target to another without stopping. This maintains realism through natural motion physics while eliminating time loss from pauses, keeping the agent responsive.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS12217342B1Devices, methods and graphical user interfaces for goal-based animation
Publication Date: 2025.02.04 APPLE INC
  • US12217342B1 patent drawing
  • US12217342B1 patent drawing
  • US12217342B1 patent drawing

AI summary

A computer-generated environment may include a virtual agent and a plurality of targets. Movements of the virtual agent to the plurality of targets can be defined and the movements of the virtual agent to the plurality of targets may be interpolated, such that to generate an interpolated animation path of movement of the virtual agent to the first target and to the second target.