PID Control Loop for Realistic Joint Animation

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Solution Overview

Problem

Current computer simulations for movement animation in video games and other applications often fail to accurately replicate real-world physics, leading to unrealistic movements, and addressing this requires additional processing resources or hardware, which can impact usability.

Innovation Solution

The implementation of a PID controller in a control loop to introduce errors in movement animation, simulating real-world physics by adjusting joint locations based on proportional, integral, and derivative modifiers, thereby enhancing realism without the need for additional processing resources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional movement animation methods are used in video game simulations, then the simulation runs smoothly with standard processing resources, but the movement of objects and characters appears unrealistic and does not follow real-world physics

Engineering Contradiction:
Improverealism of movement animationVSAvoidprocessing resources and hardware
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent applies parameter changes by modifying joint locations using PID controller parameters (proportional, integral, and derivative modifiers) to simulate real-world physics. The proportional modifier adjusts the current error, the integral modifier accumulates past errors, and the derivative modifier predicts future errors, collectively transforming the animation parameters to achieve realistic movement without additional hardware

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements feedback through a control loop that continuously monitors the difference between current and updated joint locations, applies PID corrections based on this feedback, and renders the modified locations. This closed-loop feedback mechanism enables realistic physics-based animation using standard processing resources

Inventive Principle:
Principle #23Feedback

2Measurement precision

If additional processing resources or hardware are allocated to improve movement realism, then the animation accuracy and physics simulation improve, but the usability and accessibility of the system deteriorates due to increased complexity and cost

Engineering Contradiction:
Improveanimation accuracyVSAvoidusability
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The system applies self-service by using the existing video game engine and standard processing resources to execute PID control algorithms. The control loop automatically adjusts joint locations based on movement inputs and physics parameters without requiring additional specialized hardware or complex external systems, maintaining usability while improving animation accuracy

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10275921B2Computer architecture for animation of a model in a simulation
Publication Date: 2019.04.30 ELECTRONIC ARTS INC
  • US10275921B2 patent drawing
  • US10275921B2 patent drawing
  • US10275921B2 patent drawing

AI summary

Methods for improving movement animation of a model in a simulation are provided. In one aspect, a method includes receiving a movement input for the model, the model includes interconnected joints having respective current locations. Updated locations for each joint are determined based on the movement input and the current locations. Modified locations for each joint are determined based on parameters of a control loop that introduces an error between the current locations and the updated locations. The model is rendered based on the modified locations. Systems and machine-readable media are also provided.