Simulation Stream Pipeline for Real-Time High Fidelity Animation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Real-time rendering engines, such as gaming engines, face computational limitations in dynamically animating high-resolution skeletal mesh models, particularly in interactive VR or AR environments, where high fidelity animations are required but computationally expensive, leading to lower fidelity content being presented to meet real-time rendering requirements.

Innovation Solution

A pipeline that processes simulation data and skeletal mesh data to create a transformed simulation vertex cache usable by real-time rendering engines, allowing for high-quality, offline-generated simulations to be leveraged in real-time environments by converting data into frames of vertex and index buffers, reordering, and computing inverse-transformed tangent spaces, enabling high fidelity real-time content generation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-resolution skeletal mesh data is used for realistic animation, then animation fidelity is improved, but computational cost becomes prohibitive for real-time rendering

Engineering Contradiction:
Improveanimation fidelityVSAvoidcomputational cost
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent pre-processes simulation data offline to create transformed vertex caches that capture complex mesh deformations in advance. During runtime, the real-time engine only needs to interpolate between pre-computed frames, dramatically reducing computational requirements while maintaining high animation fidelity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates a transformed simulation vertex cache that copies and transforms simulation data into a format optimized for real-time skinning. This cache serves as a pre-computed representation that can be efficiently applied during runtime without re-running expensive simulations.

Inventive Principle:
Principle #26Copying

2Measurement precision

If PCA animation with many shapes is used to maintain accuracy for complex motions, then animation accuracy is improved, but computational limitations are introduced

Engineering Contradiction:
Improveanimation accuracyVSAvoidreal-time processing capability
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent transforms the parameter representation from PCA coefficients requiring many components to a vertex cache format using fewer parameters. By changing how animation data is structured and stored, the system achieves comparable or better accuracy with reduced computational requirements for real-time interpolation.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If offline simulation is used for high-quality animation, then animation quality is improved, but real-time interactivity is lost

Engineering Contradiction:
Improveanimation qualityVSAvoidreal-time processing speed
Core Design Contradiction:
Manufacturing precisionVSSpeed

Solution Approach 1:

The patent performs the computationally intensive simulation work in advance during an offline preprocessing stage, storing results in a transformed vertex cache format. During runtime, only lightweight interpolation operations are needed, enabling both high quality and real-time performance.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10825225B1Simulation stream pipeline
Publication Date: 2020.11.03 LUCASFILM ENTERTAINMENT COMPANY LTD
  • US10825225B1 patent drawing
  • US10825225B1 patent drawing
  • US10825225B1 patent drawing

AI summary

Some implementations of the disclosure are directed to a pipeline that enables real time engines such as gaming engines to leverage high quality simulations generated offline via film grade simulation systems. In one implementation, a method includes: obtaining simulation data and skeletal mesh data of a character, the simulation data and skeletal mesh data including the character in the same rest pose; importing the skeletal mesh data into a real-time rendering engine; and using at least the simulation data and the imported skeletal mesh data to derive from the simulation data a transformed simulation vertex cache that is usable by the real-time rendering engine during runtime to be skinned in place of the rest pose.