Physics-Based Character Animation Refinement With Deep Reinforcement Learning

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Solution Overview

Problem

Existing character animation methods often fail to respect the physical limitations and properties of characters, leading to unrealistic movements and violations of physical laws, such as jerky motions and clipping.

Innovation Solution

An animation processing method that utilizes deep reinforcement learning to generate a policy model by simulating character interactions in a physics-based environment, incorporating factors like gravity, ground friction, and mass, to refine coarse animation clips.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If motion capture processes or hand-authored animation clips are used to obtain high-quality animation, then animation quality can be improved, but equipment investment and time investment increase significantly

Engineering Contradiction:
Improveanimation qualityVSAvoidtime investment
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent replaces the mechanical systems of motion capture equipment and manual animation authoring with a computational system based on deep reinforcement learning. The policy model automatically generates physically accurate animation clips by learning from simulated physics interactions, eliminating the need for expensive motion capture equipment and reducing manual time investment while maintaining high animation quality

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent changes the approach from direct observation (motion capture) or artistic creation (hand-authoring) to algorithmic generation through deep reinforcement learning. By training the policy model on physics simulations with various parameters (mass, gravity, friction), the system learns to generate physically accurate animations automatically, transforming the production process from equipment-intensive to computation-intensive

Inventive Principle:
Principle #35Parameter changes

2Ease of manufacture

If conventional animation methods are used without physical constraints, then animation production is simpler, but unrealistic movements and physical law violations occur

Engineering Contradiction:
Improveanimation production simplicityVSAvoidphysical accuracy
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent implements feedback by training the policy model through deep reinforcement learning where the model receives rewards or penalties based on how well its generated animations adhere to physical laws. The simulator provides continuous feedback about physical correctness (gravity, mass, friction, collisions), allowing the model to learn and improve its physical accuracy while maintaining production efficiency

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent performs preliminary action by pre-training the policy model on extensive physics simulations before actual animation generation. The model learns physical constraints and interactions in advance through simulated environments with various physical parameters, so that when generating final animations, it automatically produces physically accurate results without requiring post-processing or manual correction

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12430835B2Animation processing method based on physical characteristics
Publication Date: 2025.09.30 INVENTEC PUDONG TECH CORPOARTION
  • US12430835B2 patent drawing
  • US12430835B2 patent drawing
  • US12430835B2 patent drawing

AI summary

An animation processing method performed a computing device includes: obtaining a character file configured to set a character in an animation, setting a plurality of keyframes in a plurality of frames of the animation, generating a motion file according to the character file and the plurality of keyframes, where the motion file is configured to specify motion information of the character for each frame, loading the character file into a simulator to create the character, and performing a training process based on deep reinforcement learning. The training process includes performing a plurality of actions by the character in an environment set by the simulator and collecting a plurality of data points when the character performs motions; and training a policy model according to the training dataset, where the policy model outputs one of the plurality of motions according to a state of the character and the motion information.