Text to Performance Pipeline for NPC Scene Generation

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Solution Overview

Problem

Current video game technologies face challenges in efficiently generating and updating interactive non-player character (NPC) scenes within a computer game environment, particularly in responding to changes in scripts and digital assets, which affects the realism and immersion of the gaming experience.

Innovation Solution

A text-to-performance pipeline system that detects changes in scripts and digital assets, generates corresponding NPC data, processes it with an NPC rig, determines camera locations, and outputs data for a game development engine to create interactive NPC scenes, incorporating vocal, facial, and body digital assets, and camera framing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If manual generation and updating of NPC scenes is used, then quality control and creativity can be maintained, but productivity and response time to script changes are reduced

Engineering Contradiction:
ImproveNPC scene generation speedVSAvoidpipeline system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system divides the NPC scene generation process into distinct segments: script change detection, NPC data generation, rig processing, camera solver, and asset retrieval. Each segment handles a specific task independently, allowing automated processing while maintaining manageable complexity through modular architecture.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces intermediary components such as the rig system and camera solver that mediate between the script data and final NPC scene output. These intermediaries automatically process and transform data through standardized pipelines, enabling high-speed generation without requiring direct manual control at each stage.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Speed

If real-time automatic updates are implemented, then responsiveness to script changes is improved, but system complexity and computational resources increase

Engineering Contradiction:
Improveresponse time to script changesVSAvoidautomation system complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by pre-configuring the rig systems, asset libraries, and processing pipelines before actual NPC scene generation is needed. This setup allows the system to respond instantly to script changes without requiring complex real-time computations, as the infrastructure is already in place and optimized.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system replaces manual mechanical processes with automated digital processing. Instead of manually generating and updating NPC scenes, the system uses computer-based automation including script parsing, automatic asset retrieval, and digital rendering, significantly reducing response time while managing complexity through software-based solutions.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Reliability

If comprehensive digital asset integration is used, then realism and immersion of NPC scenes are enhanced, but device complexity and data management requirements increase

Engineering Contradiction:
Improverealism of NPC scenesVSAvoidasset management complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system employs a universal asset management framework that handles multiple types of digital assets (vocals, facial animations, body movements, camera data) through a single integrated pipeline. The rig system serves multiple functions simultaneously, managing different asset types and applying them to NPC models, thereby reducing overall system complexity despite comprehensive integration.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system implements a nested structure where digital assets are organized in hierarchical layers: base NPC models, facial animation layers, body animation layers, and vocal layers. This nesting allows comprehensive asset integration while maintaining manageable complexity, as each layer can be independently managed and applied to the base model without interfering with other layers.

Inventive Principle:
Principle #7Nested doll (Nesting)

Data Source

PatentUS12115452B1Text to performance pipeline system
Publication Date: 2024.10.15 ELECTRONIC ARTS INC
  • US12115452B1 patent drawing
  • US12115452B1 patent drawing
  • US12115452B1 patent drawing

AI summary

Methods, apparatus and systems are provided for generating an interactive non-player character (NPC) scene for a computer game environment of a video game. Changes are detected in relation to a script associated with the interactive NPC scene. For each NPC, a set of NPC data associated with the interactions said each NPC has within the script is generated corresponding to the changes. The generated set of NPC data is processed with an NPC rig associated with said each NPC to generate an NPC asset. A camera solver is applied to a region of the computer game environment associated with the script for determining locations of NPC assets and one or more cameras within said region in relation to said interactive NPC scene. Data representative of said each NPC asset and said determined NPC asset and camera locations for use by a game development engine for generating said interactive NPC scene.