Level-based data sharing for 3D animation rendering
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Solution Overview
Problem
Traditional techniques for rendering computer-generated animations require managing multiple versions of assets with different characteristics, making it time-consuming and computer-intensive to apply changes across all versions.
Innovation Solution
The method employs a level-based data sharing technique using directed acyclic graphs, where a base node and its variations are managed independently, allowing changes to be easily applied to all shots using a C3 superclass linearization algorithm, enabling efficient reuse of assets with varying visual characteristics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple separate versions of an asset are maintained to represent different characteristics in different scenes, then the ability to depict varied visual characteristics is improved, but the complexity of managing and applying changes across all versions increases significantly
Solution Approach 1:
The patent segments the asset management system into a hierarchical structure with a base asset node and multiple variation nodes. Each variation represents a specific set of characteristics (e.g., clean-shaven vs. stubble) and can be independently managed. This segmentation allows the system to handle visual variations without managing multiple complete asset copies, reducing overall complexity while maintaining adaptability.
Solution Approach 2:
The patent introduces a temporal dimension to asset management by organizing variations in a directed acyclic graph structure that represents the evolution of asset characteristics over time. This dimensional approach allows changes to be applied uniformly across all future variations while preserving historical versions, solving the contradiction between adaptability and management complexity.
2Manufacturing precision
If multiple separate versions of an asset are maintained, then visual characteristics can be optimized for specific scenes, but the time and computational resources required to apply changes to all versions increase
Solution Approach 1:
The patent implements preliminary action by pre-defining variation nodes with specific visual characteristics (e.g., facial hair, clothing variations) before rendering begins. When a change is needed, the system can apply it to the base asset or specific variations in advance, and the changes automatically propagate to all dependent scenes. This eliminates the need to manually update each version during production, significantly reducing time loss while maintaining visual optimization.
3Adaptability or versatility
If multiple independent asset versions are used, then specific scene requirements can be met, but the computational complexity of rendering increases
Solution Approach 1:
The patent merges the management of multiple asset versions into a unified directed acyclic graph structure where a base asset and its variations are interconnected. This merging allows the rendering system to efficiently traverse the graph and select appropriate variations based on scene requirements without duplicating computational work. Shared geometry and materials in the base asset are rendered once and reused across variations, reducing overall computational complexity while maintaining scene-specific adaptability.
Data Source
Figure 1A~1B
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AI summary
Systems and methods for rendering three-dimensional images using a level graph are provided. The level graph is accessed, comprising a first node, a second node, and a target node. The second and target nodes are descendants of the first node. The first node comprises first scene description data, the second node comprises first variation data, and the target node comprises second variation data. The target node is selected for computation. Target node ancestors are determined. The first node and the second node are ancestors of the target node. A linearization of the ancestors is determined, comprising an order. A scene description is initialized using the first scene description data. The first variation is applied to the scene description, based on the linearization. The second variation is applied to the scene description to produce a final scene description. An image is rendered using the final scene description.