Point Cloud Animation Rigging with Nonuniform Motion Influence
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Solution Overview
Problem
Current animation rigging techniques for 3D models, particularly those based on meshes or polygons, are insufficient for creating high-quality or realistic animations, as they fail to capture subtle nuances in object movement and cannot be directly applied to point cloud representations, which lack connectivity and uniform density.
Innovation Solution
A system and method for customizing motion in point cloud animations by allowing nonuniform rigging of point cloud points to bones and animation elements, using an influence tool to adjust the motion transfer from animation elements to specific subsets of points, enabling complex and realistic animations without manual selection and adjustment of individual points.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If meshes are linked uniformly to animation framework bones, then animation processing is simplified and fast, but animation quality and realism deteriorate due to inability to capture subtle movement nuances
Solution Approach 1:
The patent segments the point cloud into multiple subsets, each associated with different bones or animation elements. This segmentation allows different movement characteristics to be applied to different regions, capturing subtle nuances while maintaining manageable processing complexity.
Solution Approach 2:
The patent applies local quality by assigning different influence weights and movement characteristics to different subsets of points. Each subset can have customized motion parameters, allowing realistic representation of complex movements like muscle contractions while maintaining overall animation efficiency.
2Ease of manufacture
If traditional animation rigging techniques are applied to point clouds, then implementation is straightforward, but animation capability deteriorates due to lack of connectivity and uniform density in point clouds
Solution Approach 1:
The patent creates a universal animation framework that works with both traditional mesh models and point cloud representations. The system adapts to different data structures by implementing flexible point-to-bone association mechanisms that accommodate the unique characteristics of point clouds while maintaining ease of use.
Solution Approach 2:
The patent changes key parameters including point-to-bone association methods, influence weight distributions, and movement characteristic assignments. These parameter changes enable traditional animation techniques to be effectively adapted to point cloud data, enhancing animation capability while maintaining implementation simplicity.
3Manufacturing precision
If individual points are manually selected and adjusted for nonuniform motion, then animation realism is improved, but processing time and complexity increase significantly
Solution Approach 1:
The patent performs preliminary actions by automatically generating point subsets and assigning bones or animation elements to these subsets before the actual animation process. This pre-processing step establishes the foundation for nonuniform motion without requiring manual point-by-point adjustment during animation creation.
Solution Approach 2:
The system implements self-service by automatically determining optimal point-to-bone associations and influence weight distributions based on the point cloud structure and desired animation characteristics. This automation eliminates the need for manual selection and adjustment of individual points while maintaining high animation realism.
4Device complexity
If uniform motion is applied to all points linked to a bone, then animation processing is simplified, but ability to replicate complex movements like muscle contraction deteriorates
Solution Approach 1:
The patent introduces dynamics by allowing motion parameters to vary across different point subsets rather than applying uniform motion to all points. This enables complex movements like muscle contractions where different regions move differently, while the system remains computationally manageable through efficient subset management.
Data Source
AI summary
Disclosed is a system and associated methods for rigging points of a point cloud for animation and customizing the animation for different subsets of rigged points in order to rapidly and easily generate complex animations. Generating a complex animation involves defining an animation element in the point cloud space, defining an animation for moving the animation element, linking points of the point cloud to the animation element, and adjusting the animation from the animation element that is applied to a first subset of the linked points based on a selection of the first subset of linked points that is made using an adjustment tool. The system renders the complex animation by moving a second subset of the linked points according to the defined animation of the animation element and by moving the first subset of linked points according to the defined animation as adjusted by the adjustment tool.


