USB Camera 3D Reconstruction for Real-Time Avatar Animation
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Solution Overview
Problem
Existing motion capture-based animation generation methods for avatars are costly and inefficient, limiting their application to professional film and television production, and cannot meet the real-time performance requirements of general scenarios like livestreaming and gaming.
Innovation Solution
A method involving 3D reconstruction of video data to generate motion and expression data for avatars using a USB external camera, enabling real-time animation generation without expensive motion capture devices, allowing high-quality animation rendering and customization of appearance resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If motion capture device is used to generate avatar animation, then animation quality and precision are improved, but device cost and complexity increase significantly
Solution Approach 1:
The patent uses a USB external camera to capture 2D video data of the physical object, which serves as a simplified copy or representation of the complex motion capture device. The system extracts posture information from this 2D video data and performs 3D reconstruction to generate avatar animation, replacing the need for expensive motion capture hardware while maintaining animation quality.
Solution Approach 2:
The patent replaces the mechanical motion capture system with a computational approach using a standard USB camera. Instead of using specialized sensors and mechanical capture systems, the invention uses image processing algorithms to extract posture information and reconstruct 3D motion data, substituting mechanical complexity with computational methods.
2Measurement precision
If motion capture device is used for avatar animation, then animation quality is improved, but generation efficiency and real-time performance deteriorate
Solution Approach 1:
The patent employs a low-cost USB external camera that can be easily replaced or disposed of, unlike expensive motion capture devices. This affordable hardware solution enables real-time animation generation for various scenarios including livestreaming and gaming, significantly improving productivity while maintaining acceptable animation quality.
Solution Approach 2:
The patent changes the parameter of data input from complex 3D motion capture signals to simple 2D video data. By processing video frames through posture extraction algorithms and 3D reconstruction, the system achieves real-time animation generation efficiency while maintaining precision through computational methods rather than hardware complexity.
3Measurement precision
If motion capture-based method is used, then avatar animation quality is improved, but adaptability to general scenarios deteriorates
Solution Approach 1:
The patent creates a universal animation generation system using a standard USB external camera that can be applied across multiple scenarios including livestreaming, gaming, and general-purpose avatar creation. The system extracts posture information and performs 3D reconstruction to generate avatar animations, making it adaptable to various applications without requiring scenario-specific expensive motion capture equipment.
Data Source
AI summary
An avatar animation generation method includes obtaining video data of a physical object; extracting posture information of the object based on the video data, wherein the posture information indicates a body posture and an expression posture presented by the object in the video data; performing 3D reconstruction on the object based on the posture information to obtain motion data representing a body motion of an avatar and expression data representing a facial expression of the avatar, wherein the motion data is obtained through reconstruction based on the body posture, and wherein the expression data is obtained through reconstruction based on the expression posture; and obtaining animation data of the avatar through synthesis based on an appearance resource of the avatar, the motion data, and the expression data, wherein the animation data indicates that the avatar wears the appearance resource, presents the facial expression, and performs the body motion.


