Polygon Mesh Rigging via Articulation Segments for VR Character Animation

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Solution Overview

Problem

Current virtual reality, augmented reality, and mixed reality systems face challenges in animating virtual characters, particularly in accurately transforming polygon meshes to achieve realistic movements and interactions, leading to unstable imaging and eye strain due to accommodation conflicts.

Innovation Solution

The method involves segmenting a polygon mesh into articulation segments, determining their position or orientation, and transforming associated skeleton joints to move the mesh from one pose to another, using eigen-decomposition-based principal component analysis to correlate the skeleton with the mesh segments, allowing for more realistic avatar animations and interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If traditional polygon mesh animation methods are used, then the animation process is simple, but the realism and accuracy of character movement deteriorates

Engineering Contradiction:
Improveaccuracy of character movementVSAvoidcomplexity of animation system
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The polygon mesh is segmented into multiple articulation segments corresponding to different body parts (limbs, torso, head). Each segment is independently transformed based on its articulation characteristics, allowing realistic movement while maintaining manageable complexity through hierarchical organization of body parts.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces articulation segments as an intermediate layer between the skeleton and the full polygon mesh, adding a dimensional layer of transformation. This allows movements to be composed through multiple transformation layers (skeleton → articulation segments → polygon mesh), improving movement accuracy while organizing complexity systematically.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Object-affected harmful factors

If accommodation conflicts occur in VR systems, then the system is simple to implement, but eye strain and user comfort deteriorates

Engineering Contradiction:
Improveeye strainVSAvoidstability of imaging
Core Design Contradiction:
Object-affected harmful factorsVSReliability

Solution Approach 1:

The system dynamically transforms articulation segments based on skeleton movement, allowing the polygon mesh to adapt realistically to changing poses. This dynamic transformation maintains accurate depth perception and spatial relationships, reducing accommodation conflicts and eye strain while preserving imaging stability.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes transformation parameters for different articulation segments independently, allowing precise control over how each body part moves and deforms. This parameter-based control enables realistic movement that maintains proper spatial relationships, reducing visual discomfort while ensuring stable imaging.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20240312100A1Using three-dimensional scans of a physical subject to determine positions and/or orientations of skeletal joints in the rigging for a virtual character
Publication Date: 2024.09.19 MAGIC LEAP INC
  • US20240312100A1 patent drawing
  • US20240312100A1 patent drawing
  • US20240312100A1 patent drawing

AI summary

Systems and methods for using three-dimensional scans of a physical subject to determine positions and/or orientations of skeletal joints in the rigging for a virtual character. At least one articulation segment of a polygon mesh for the virtual character may be determined. The articulation segment may include a subset of vertices in the polygon mesh. An indicator of the position or orientation of the articulation segment of the polygon mesh may be determined. Based on the indicator of the position or orientation of the articulation segment, the position or orientation of at least one joint for deforming the polygon mesh may be determined.