Player Motion Mimic Models for Realistic Sports Game Animation
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Solution Overview
Problem
Existing video games struggle to realistically depict the diverse locomotion and play styles of real-world players due to storage constraints, time limitations, and the challenges of capturing realistic player movements during interactive gameplay, especially in sports games, where cinematic recordings and motion capture data fall short in capturing the nuanced differences in player movements and styles.
Innovation Solution
A system that combines volumetric capture data with motion capture data to generate a mimic model for video game characters, using a Bayesian inference process to cluster and filter volumetric frames, and create a mimic model that reflects the unique movements and idiosyncrasies of real-world players, reducing storage requirements by generating a model that mimics player styles and movements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If volumetric capture data is used to represent real-world players, then player movement realism is improved, but storage requirements increase
Solution Approach 1:
The patent creates a mimic model that copies the essential movement characteristics and idiosyncrasies of real-world players from volumetric capture data. Instead of storing complete volumetric capture data for each player, the system generates a simplified mimic model that replicates player styles, thereby reducing storage requirements while maintaining movement realism.
Solution Approach 2:
The system extracts key movement characteristics and idiosyncrasies from comprehensive volumetric capture data to create a condensed mimic model. By taking out only the essential elements needed to represent player style (such as movement patterns, locomotion characteristics, and play style nuances), the patent reduces data storage needs while preserving player realism.
2Measurement precision
If complete volumetric capture data is stored for each player, then player style accuracy is improved, but device complexity increases
Solution Approach 1:
The patent creates a simplified mimic model that copies player style characteristics without requiring complete volumetric capture data. The mimic model captures essential player idiosyncrasies and movement patterns, achieving accurate player style representation with reduced data processing complexity.
Solution Approach 2:
The system transforms comprehensive volumetric capture data into a simplified parameter set that defines player style characteristics. By changing the parameters from complete volumetric data to essential movement and style parameters, the patent reduces device complexity while maintaining player style accuracy.
3Quantity of substance
If traditional motion capture methods are used, then storage requirements are reduced, but ability to capture nuanced player movements deteriorates
Solution Approach 1:
The patent creates a mimic model that copies the nuanced movement characteristics of real-world players captured from volumetric data. This mimic model achieves both reduced storage requirements (compared to storing complete volumetric data) and improved movement capture accuracy (compared to traditional motion capture), by selectively replicating essential player idiosyncrasies and movement patterns.
Data Source
AI summary
A system is disclosed that is able to combine motion capture data with volumetric capture data to capture player style information for a player. This player style information or player style data may be used to modify animation models used by a video game to create a more realistic look and feel for a player being emulated by the video game. This more realistic look and feel can enable the game to replicate play style of a player. For example, one soccer player may run with his elbows closer to his body and his forearm may swing across his torso. While another soccer player who is perhaps more muscular may run with his elbows and arms further from his body and his forearms may not cross in front of his torso when running.


