Line Deformation Animation Reducing File Size and Processing Load
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Solution Overview
Problem
Gaming animators face challenges in designing realistic animated characters due to the high memory storage requirements and computational resources needed for three-dimensional animations, particularly with techniques like mesh rigging, which limit motion range and result in unrealistic distortions and large file sizes.
Innovation Solution
The use of animation features generated by line deformations, where multiple animated lines are created from a single flat image file, reducing memory and processing requirements while increasing resolution and precision, allowing for more realistic and efficient three-dimensional effects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If mesh rigging technique is used to create three-dimensional animation effects, then the animation features can be generated from two-dimensional images, but the file size becomes large and storage requirements increase significantly
Solution Approach 1:
The patent segments the two-dimensional image into multiple layers including a background layer, a mesh layer with vertices and control points, and a foreground layer. This segmentation allows the animation to be created using only the essential mesh structure data rather than manipulating the entire large image file, significantly reducing storage requirements while maintaining animation realism.
Solution Approach 2:
The patent extracts only the necessary geometric information (vertices, edges, and control points) from the two-dimensional image to create the mesh layer. By separating the essential structural data from the full image data, the system achieves three-dimensional animation effects with minimal file size, as only the mesh coordinates need to be stored and processed.
2Reliability
If mesh rigging technique is used to animate characters, then three-dimensional effects can be achieved, but the range of motion is limited and large mesh distortions cause unrealistic distortions particularly at edges
Solution Approach 1:
The patent implements local quality by allowing different regions of the mesh to have different properties through the use of control points that can be independently manipulated. This enables realistic local deformations in specific areas (such as facial features) while maintaining the overall structure, allowing for a greater range of natural motions without causing unrealistic edge distortions.
Solution Approach 2:
The patent applies dynamics by making the mesh structure adaptable and flexible through control points that can be manipulated in real-time. The mesh can dynamically adjust its shape and configuration to achieve various expressions and motions, expanding the range of motion while maintaining realism through the controlled deformation of the mesh geometry.
3Reliability
If thousands of individual animation features are created for characters, then realistic animations can be achieved, but memory storage requirements become substantial
Solution Approach 1:
The patent applies universality by creating a single reusable mesh structure that can generate multiple animation features through different manipulations of control points. Instead of storing thousands of separate animation files, the same mesh layer can be deformed in various ways to create different facial expressions, gestures, and animations, dramatically reducing memory storage requirements while maintaining high animation quality.
Solution Approach 2:
The patent merges multiple animation features into a unified mesh-based system where all animations are generated from a single mesh structure with shared vertices and control points. This consolidation allows the system to manage thousands of potential animation features using a compact unified data structure, reducing memory storage from thousands of separate files to a single efficient mesh representation.
4Reliability
If large two-dimensional image files are used in mesh rigging, then complete character features can be represented, but the processing resources required during gameplay execution increase significantly
Solution Approach 1:
The patent extracts only the essential geometric data (vertex positions, edge connections, and control point coordinates) from the complete two-dimensional image. By separating the structural mesh data from the full image rendering, the system maintains complete feature representation through the mesh topology while reducing computational resources during gameplay, as only lightweight coordinate transformations are needed rather than processing large image files.
Data Source
AI summary
An animated feature may include one or more animated lines that comprise a deformation associated with (e.g., layered onto) a flat line image file. A particular animated line may comprise a first, initial shape deforming into a second, end shape. The first shape may comprise a first arrangement of mesh vertices, and the second shape may comprise a second arrangement of mesh vertices that is different than the first arrangement. The first shape and/or the second shape may be determined by on one or more actuations of a control element (e.g., a translation, a rotation, and/or a scaling) associated with the mesh vertices. The animated feature may comprise a single image file of a flat line, stored in a particular memory location, and one or deformations of the initial shape deforming into the end shape applied to the single image file.


