Virtual Character Animation Rig with Helper Joints for Spatial Computing
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Solution Overview
Problem
Current mixed reality systems face challenges in presenting life-like virtual characters due to hardware limitations such as finite battery capacity and processing resources, which hinder the creation of convincing virtual character animations, deformations, and interactions that provide an immersive experience.
Innovation Solution
The use of an animation rig comprising primary joints and helper joints, where the helper joints are determined by a placement criterion, and movement information is processed using a neural network for efficient rendering and animation, allowing the virtual character to interact naturally with the environment based on interestingness values and spatial relationships.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If more processing power and resources are allocated to create life-like virtual characters, then the quality and believability of virtual character presentation is improved, but the battery capacity and processing resource limitations of mixed reality hardware are exceeded
Solution Approach 1:
The virtual character rendering pipeline is segmented into multiple processing stages: geometry processing, material processing, lighting processing, and post-processing. Each stage can be independently optimized and executed on different hardware units (CPU, GPU, dedicated AI processors), allowing quality maintenance while distributing computational load to manage power consumption efficiently
Solution Approach 2:
The system dynamically adjusts virtual character presentation quality based on real-time hardware performance metrics and power availability. Rendering resolution, animation complexity, and physical simulation detail are adaptively modified to maintain acceptable quality within power constraints, enabling the system to operate effectively across varying battery states
2Manufacturing precision
If complex animations, deformations, clothing, and hair simulations are implemented for virtual characters, then the believability and immersive quality is improved, but the processing resource requirements exceed the performance envelope of mixed reality hardware
Solution Approach 1:
Traditional physics-based simulation methods for clothing and hair are replaced with machine learning models and pre-computed lookup tables. These substituted approaches provide visually similar results with significantly reduced computational requirements, enabling complex visual effects to run on mixed reality hardware within the performance envelope
Solution Approach 2:
Complex simulations for clothing, hair, and soft body deformations are pre-computed offline and stored as lookup tables or animated sequences. During runtime, the system retrieves and interpolates pre-computed results based on current pose and environmental conditions, avoiding the need for real-time physics simulation while maintaining visual fidelity
3Manufacturing precision
If high-quality rendering and animation are maintained for virtual characters, then the immersive experience is improved, but the system cannot sustain performance within the limited processing resources of portable mixed reality devices
Solution Approach 1:
The system applies different rendering qualities to different parts of the virtual character based on their visual importance. High-quality rendering is concentrated on the face and upper body where user interaction occurs, while lower-quality rendering is used for distant or less important areas. This selective quality approach maintains immersive experience for critical regions while reducing overall processing requirements
Data Source
AI summary
Systems and methods for displaying a virtual character in a mixed reality environment are disclosed. In some embodiments, a view of the virtual character is based on an animation rig comprising primary joints and helper joints. The animation rig may be in a pose defined by spatial relationships between the primary joints and helper joints. The virtual character may be moving in the mixed reality environment. In some instances, the virtual character may be moving based on a comparison of interestingness values associated with elements in the mixed reality environment. The spatial relationship transformation associated with the movement may be indicated by movement information. In some embodiments, the movement information is received from a neural network.


