Mesh-Driven Virtual Strands for Realistic Facial Animation

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Solution Overview

Problem

In computer-generated animations, particularly in video games, hair features like beards and eyebrows often appear unrealistic when animated using conventional single-bone skinning methods, as they can disappear inside the face or float detached, due to fixed offsets from underlying bones, rather than moving naturally with facial deformations.

Innovation Solution

Associating each strand of a hair feature with specific points on a 3D mesh, allowing the strands to be driven by the mesh's transformations rather than individual bones, thereby ensuring realistic movement and positioning in accordance with facial animations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If strands are skinned to bones using fixed offsets, then the animation process is simple and computationally efficient, but the strands appear unrealistic and may disappear inside the face or float detached

Engineering Contradiction:
Improverealism of strand positioningVSAvoidcomplexity of strand-mesh association
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent introduces a mesh as an intermediary between bones and strands. Instead of directly skinning strands to bones, the mesh serves as a mediator that deforms with bone transformations and provides accurate surface positioning for strands. This resolves the contradiction by maintaining computational efficiency through bone-driven mesh deformation while achieving realistic strand positioning through mesh-based strand association.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent segments the animation system into three distinct levels: bones for global transformation, mesh for surface deformation and positioning, and strands for detailed hair representation. This segmentation allows each component to operate at its optimal complexity level, with bones handling coarse movement, mesh handling surface accuracy, and strands handling detailed positioning, thereby achieving realism without overwhelming computational complexity.

Inventive Principle:
Principle #1Segmentation

2Reliability

If strands are authored at fixed offsets from bones, then the authoring process is simple, but the strands do not move naturally with facial deformations

Engineering Contradiction:
Improvenatural movement of strandsVSAvoidease of strand authoring
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent performs preliminary association of strands with mesh surfaces during the authoring phase. By pre-computing intersection points between strands and the mesh, the system prepares strand positioning data in advance. This preliminary action enables natural strand movement during animation without requiring complex real-time calculations, thus maintaining ease of authoring while achieving natural movement.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses the mesh surface as a template or copy reference for strand positioning. Instead of manually positioning each strand, the system copies positioning information from the mesh surface at intersection points. This copying approach simplifies authoring while ensuring strands are correctly positioned relative to the facial surface, and it enables natural movement as the mesh deforms with facial animations.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If strands are associated with mesh surfaces, then computational overhead increases, but strand positioning accuracy and realism improve significantly

Engineering Contradiction:
Improveprecision of strand positioningVSAvoidcomputational energy consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent implements a dynamic strand positioning system where strand associations with mesh surfaces are computed once during authoring or mesh updates, and then reused during animation. This dynamic approach computes precise positioning data when needed (at authoring or mesh update stages) and reuses it during playback, achieving high positioning precision while minimizing continuous computational energy consumption during animation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent performs the computationally intensive strand-mesh association calculations in advance during the authoring phase or when the mesh geometry changes. By pre-computing intersection points and associations before animation playback, the system achieves high positioning precision without requiring continuous heavy computation during animation, thus reducing real-time energy consumption while maintaining accuracy.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11436798B2Mesh driven strands
Publication Date: 2022.09.06 ELECTRONIC ARTS INC
  • US11436798B2 patent drawing
  • US11436798B2 patent drawing
  • US11436798B2 patent drawing

AI summary

A computer implemented method comprises receiving a mesh representing a 3D object, the mesh comprising a plurality of 2D shapes, receiving a strand feature comprising a plurality of virtual strands, and associating each strand of the plurality of virtual strands with a 2D shape of the mesh.