Runtime Animation Interpolation for Storage Reduction
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional animation techniques require animation effects to be stored in every frame or time instance, increasing storage requirements and download times, and limiting the ability to create realistic and complex animations without significant user effort or storage overhead.
Innovation Solution
A method and system for generating animation effects at runtime by interpolating between specified effect objects at key frames, allowing for dynamic creation of intermediate effects without storing them in every frame, using user-specified parameters and interpolation functions to ensure smooth transitions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If animation effects are stored in every frame or time instance, then animation realism and detail are improved, but storage requirements and download times increase
Solution Approach 1:
The animation is segmented into key frames containing effect objects and intermediate frames generated through interpolation. Only key frames are stored with full effect information, while intermediate frames are computed on-demand, reducing storage requirements while maintaining animation realism.
Solution Approach 2:
Effect objects and their parameters are pre-defined at key frames before the animation sequence is generated. This preliminary preparation allows the system to store minimal information at key points while generating realistic intermediate effects through interpolation during playback.
2Manufacturing precision
If animation effects are stored in every frame or time instance, then animation realism and detail are improved, but download times increase
Solution Approach 1:
The animation data is segmented into essential key frame information and derived intermediate frames. Only key frames with effect objects are stored and transmitted, significantly reducing download times while enabling realistic animation playback through runtime interpolation.
Solution Approach 2:
Instead of storing and transmitting every frame with full effect data, the system stores compact representations at key frames and generates intermediate frames through interpolation, reducing data transmission requirements while maintaining visual fidelity.
3Quantity of substance
If animation effects are created without interpolation, then storage requirements are reduced, but animation smoothness and realism deteriorate
Solution Approach 1:
The system dynamically generates intermediate effect objects between key frames during animation playback using interpolation functions. This dynamic approach maintains animation smoothness and realism while storing minimal data, as the intermediate effects are computed on-demand rather than pre-stored.
Solution Approach 2:
Interpolation functions dynamically adjust effect object parameters between key frames to create smooth transitions. This parameter-based approach enables realistic animation evolution while maintaining low storage requirements, as only key frame parameters are stored.
4Manufacturing precision
If more intermediate frames are generated through interpolation, then animation smoothness is improved, but processing time and computational energy increase
Solution Approach 1:
The system generates only the necessary number of intermediate frames required for smooth playback rather than pre-computing all possible frames. This partial action approach balances animation smoothness with processing energy efficiency by computing intermediate effects only when needed during playback.
Data Source
AI summary
This specification describes technologies that relate to creating animation effects in an animation at runtime and without requiring the animation effects to be stored in every frame or time instance of the animation. In general, one aspect of the subject matter described in this specification can be embodied in a method that includes obtaining animation information having a primary object and a first effect object associated with the primary object. The method also includes generating an animation sequence using the animation information. The animation sequence includes the primary object on which the first effect object and a second effect object can be applied. The act of generating an animation sequence includes interpolating between the first and second effect objects to create at least one intermediate effect applied to the primary object in the animation sequence. Other embodiments of this aspect include corresponding systems, apparatus, and computer program products.


