Virtual Object Part-Based Animation Control for Faster Loading

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Solution Overview

Problem

Existing game applications face inefficiencies in loading and rendering virtual objects due to the need to load complex appearance resources for all objects in each frame, leading to low loading efficiency, long rendering times, and increased stuttering.

Innovation Solution

The virtual object is split into parts, with each part having its own bone and appearance resources, allowing for independent control and loading of only changed resources, inheriting whole-body animation information to maintain consistency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If appearance resources of all virtual objects are loaded in each frame, then rendering completeness is ensured, but loading efficiency decreases and rendering time increases

Engineering Contradiction:
Improverendering completenessVSAvoidloading efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The virtual object is divided into multiple parts (head, body, limbs, etc.), each with its own bone resource and appearance resource. This segmentation allows the system to load only the appearance resources for parts that have changed, rather than reloading all appearance resources for the entire virtual object, thus improving loading efficiency while maintaining rendering completeness.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically determines which appearance resources need to be loaded based on changes in bone resources. By comparing the current bone resource state with the previous state, the system dynamically selects only the necessary appearance resources for loading, avoiding unnecessary loading operations and reducing rendering time.

Inventive Principle:
Principle #15Dynamics

2Manufacturing precision

If all appearance resources are loaded in each frame, then rendering accuracy is maintained, but rendering time increases

Engineering Contradiction:
Improverendering accuracyVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system extracts only the changed parts from the virtual object by comparing bone resource states. By taking out only the appearance resources corresponding to changed bone resources, the system maintains rendering accuracy for affected parts while avoiding the time cost of loading all appearance resources, thus reducing overall rendering time.

Inventive Principle:
Principle #2Taking out (Extraction)

3Reliability

If complex appearance resources are loaded for all virtual objects, then visual completeness is ensured, but terminal processing burden increases

Engineering Contradiction:
Improvevisual completenessVSAvoidterminal processing burden
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

By segmenting the virtual object into multiple parts with independent bone and appearance resources, the terminal only needs to process and load appearance resources for changed parts rather than the entire virtual object. This segmentation reduces the processing burden on the terminal while ensuring visual completeness through dynamic assembly of part appearances.

Inventive Principle:
Principle #1Segmentation

4Stability of the object's composition

If whole-body bone resources are used for all parts, then animation consistency is maintained, but resource loading efficiency decreases

Engineering Contradiction:
Improveanimation consistencyVSAvoidresource loading efficiency
Core Design Contradiction:
Stability of the object's compositionVSProductivity

Solution Approach 1:

The bone resources are segmented into part-specific bone resources (head bone, body bone, limb bones, etc.) rather than using a single whole-body bone resource. Each part's appearance resource is bound to its corresponding part bone resource, allowing independent loading and animation control. This segmentation maintains animation consistency through inheritance while improving loading efficiency by loading only necessary parts.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically loads part bone resources based on animation requirements and changes. By using part bone resources instead of whole-body bone resources for all parts, the system can dynamically determine which part bone resources need to be loaded and animated, improving resource loading efficiency while maintaining animation consistency through the inheritance relationship between part animation information and whole-body animation information.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250225708A1Virtual object control method and apparatus, electronic device, and storage medium
Publication Date: 2025.07.10 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250225708A1 patent drawing
  • US20250225708A1 patent drawing
  • US20250225708A1 patent drawing

AI summary

A virtual object control method and apparatus, an electronic device, and a storage medium are provided. A virtual object is split into a plurality of parts, a part bone resource is loaded for each part, and the part is independently controlled by using part animation information to perform an animation behavior. However, the part animation information inherits whole-body animation information, so that the animation behavior of each part is kept consistent with an animation behavior of a whole body. An appearance resource is loaded in units of parts. Pose adaptation is performed on the appearance resource by using the part animation information, and then the appearance resources of the parts are assembled to form an appearance resource of the whole body of the virtual object.