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
Engineering 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
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.
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.
2Manufacturing precision
If all appearance resources are loaded in each frame, then rendering accuracy is maintained, but rendering time increases
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.
3Reliability
If complex appearance resources are loaded for all virtual objects, then visual completeness is ensured, but terminal processing burden increases
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.
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
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.
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.
Data Source
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.


