Vertex-Baked 3D Animation Augmentation for Gaming

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Solution Overview

Problem

High-resolution 3D animation in interactive gaming is processing resource intensive due to the level of detail, restricting resolution and quality enhancements by game engine and device hardware capabilities.

Innovation Solution

The method involves rendering a 3D animation sequence as a vertex-baked model, where vertex data is stored and mapped into each vertex, allowing for dynamic position calculations to be reduced, enabling increased or decreased level of detail while meeting hardware constraints, and including a control surface that can be driven by user input to deviate from a default posture during augmentation portions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-resolution 3D animation is used to provide photo-realistic imagery and immersive entertainment experience, then the quality and realism of the animation is improved, but the processing resource requirements increase significantly

Engineering Contradiction:
Improveanimation qualityVSAvoidprocessing resource requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-calculating and storing vertex data for every frame of the 3D animation sequence before runtime. This vertex data includes position, texture, lighting, and other attributes for each vertex across the entire animation sequence. During runtime, the game engine can directly retrieve and render this pre-computed data without performing complex real-time calculations, thereby achieving high animation quality while reducing processing resource requirements during gameplay.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If the resolution and quality enhancing aspects of 3D animation are increased, then the visual fidelity is improved, but the game engine and device hardware capabilities become insufficient to handle the processing load

Engineering Contradiction:
Improveanimation resolutionVSAvoidhardware processing capability
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent pre-computes and stores complete vertex data for every frame of the animation sequence, including all high-resolution details for position, texture, lighting, and other attributes. This allows the animation to be rendered at high resolution during runtime without requiring the hardware to perform intensive real-time calculations, effectively decoupling animation quality from runtime processing power requirements.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If dynamic vertex position calculations are performed in real-time to allow user interaction, then the interactivity is improved, but the processing resource consumption increases

Engineering Contradiction:
Improveuser interaction capabilityVSAvoidprocessing resource consumption
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent pre-calculates vertex data for the entire animation sequence, storing position, texture, lighting, and other attributes for each vertex in every frame. During runtime, when user interaction occurs, the system can efficiently retrieve and apply the pre-computed vertex data without performing intensive real-time calculations, thereby maintaining user interaction capability while minimizing processing resource consumption.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8963927B2Vertex-baked three-dimensional animation augmentation
Publication Date: 2015.02.24 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8963927B2 patent drawing
  • US8963927B2 patent drawing
  • US8963927B2 patent drawing

AI summary

A method for controlling presentation of three dimensional (3D) animation includes rendering a 3D animation sequence including a 3D vertex-baked model which is derived from a 3D animation file including vertex data of every vertex for every 3D image frame in the 3D animation sequence. The 3D vertex-baked model includes a control surface that provides a best-fit 3D shape to vertices of the 3D vertex-baked model. The method further includes receiving a motion control input, and if the motion control input is received during an augmentation portion of the 3D animation sequence, deviating from a default posture of the control surface in accordance with the motion control