Virtual Character Display Control With 2D Body and 3D Facial Textures

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Solution Overview

Problem

Existing display control devices face challenges in real-time lip synchronization of virtual characters due to high computational load, especially when rendering high-definition three-dimensional characters, leading to delayed interactions and misunderstandings.

Innovation Solution

A display control device that utilizes 2D and 3D texture data for virtual characters, where 2D texture data represents agent postures and 3D texture data enhances facial expressions, particularly for eyes, mouth, and eyebrows, with pre-rendered data stored in high-speed storage devices to reduce computational load and enhance facial expression power.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-definition three-dimensional character rendering is performed, then visual quality and realism are improved, but computational load increases making real-time processing difficult

Engineering Contradiction:
Improvevisual qualityVSAvoidreal-time processing speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The character model is divided into two distinct parts: a 2D model for the body and clothing, and a 3D model for the face. This segmentation allows each part to be processed with appropriate computational resources, reducing overall computational load while maintaining visual quality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different rendering qualities are applied to different parts of the character. The face receives high-quality 3D rendering with detailed texture mapping for eyes, mouth, and eyebrows, while the body uses 2D rendering. This local differentiation optimizes computational resources where they are most needed for emotional expression.

Inventive Principle:
Principle #3Local quality

2Productivity

If 2D texture mapping is used for the entire character, then computational load is reduced, but facial expression power and realism are diminished

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidfacial expression capability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent applies 3D texture mapping specifically to facial regions (eyes, mouth, eyebrows) where expression capability is critical, while keeping the rest of the character in 2D. This localized enhancement provides facial expression power without the full computational cost of 3D rendering throughout.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The character rendering is segmented into 2D body portions and 3D facial portions. This segmentation enables the system to maintain computational efficiency for the bulk of the character while dedicating enhanced 3D resources only to the face for expressive capability.

Inventive Principle:
Principle #1Segmentation

3Reliability

If real-time lip synchronization is implemented, then interaction quality is improved, but computational requirements exceed available resources for high-definition rendering

Engineering Contradiction:
Improveinteraction qualityVSAvoidcomputational capacity
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent implements lip synchronization by mapping 3D texture data specifically to the mouth region, enabling realistic lip movements that synchronize with speech. This localized 3D processing achieves interaction quality without requiring full 3D rendering of the entire character, thus managing computational capacity effectively.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250299418A1Display control device
Publication Date: 2025.09.25 AISIN CORP
  • US20250299418A1 patent drawing
  • US20250299418A1 patent drawing
  • US20250299418A1 patent drawing

AI summary

A PU (22) executes control to display an agent image (14) on a display unit (12). The PU (22) uses data obtained by mapping 2D texture data (24d) to a 2D model for a torso and head of the agent image (14). The PU (22) uses data obtained by mapping 3D texture data (24e) to a 3D model specified by 3D model data (24c) for eyes, a mouth, and eyebrows of the agent image (14).