Real-Time Motion Styling for VR Avatars

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Solution Overview

Problem

Virtual reality systems often limit user experience due to physical constraints and untracked body parts, leading to suboptimal avatar performance and degraded interaction quality.

Innovation Solution

The system generates real-time motion styling by receiving user input data, comparing it to stored motion capture data, and synthesizing motions to match expert styles, enabling full body motion interpolation and scaling to overcome physical limitations and space constraints.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If user motion is directly mapped to avatar motion, then user control and responsiveness are improved, but user experience is degraded due to physical limitations and space constraints

Engineering Contradiction:
Improveuser controlVSAvoidmotion capability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system introduces motion capture data from expert performers as an intermediary layer between user input and avatar execution. Instead of directly mapping limited user motion to avatar actions, the system finds matching segments in pre-recorded expert motion data that correspond to the user's intent, then executes those expert motions. This mediator enables the avatar to perform complex, realistic motions that the user physically cannot execute, while still maintaining responsive control based on user input.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If full body motion tracking is implemented, then avatar realism is improved, but device complexity and cost increase

Engineering Contradiction:
Improvemotion tracking accuracyVSAvoidtracking system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system creates copies of expert full-body motion performances and stores them in a motion capture database. Instead of requiring expensive full-body tracking hardware for every user, the system uses simplified tracking to capture user intent, then retrieves and executes pre-recorded full-body motion copies from the database. This approach achieves realistic full-body avatar animation without requiring complex and expensive tracking equipment.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If motion scaling is applied to overcome physical limitations, then user experience is improved, but maintaining hand-eye coordination becomes challenging

Engineering Contradiction:
Improvemotion capabilityVSAvoidcoordination accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system changes the parameter of motion scaling by using temporal and spatial transformation of motion data. When scaling user input to match expert motions, the system adjusts timing parameters and spatial parameters to maintain coordination relationships. For example, if a user's hand movement should correspond to their avatar's hand movement, the system transforms the scaled motion data to preserve this correspondence, ensuring hand-eye coordination is maintained even when the magnitude or duration of motions is scaled.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11055891B1Real time styling of motion for virtual environments
Publication Date: 2021.07.06 MICROSOFT TECHNOLOGY LICENSING LLC
  • US11055891B1 patent drawing
  • US11055891B1 patent drawing
  • US11055891B1 patent drawing

AI summary

Examples of the present disclosure describe systems and methods for providing real-time motion styling in virtual reality (VR), augmented reality (AR), and/or mixed reality (MR) environments. In aspects, input data corresponding to user interaction with a VR, an AR, or an MR environment may be received. The input data may be featurized to generate a feature set. The feature set may be compared to a set of stored motion data comprising motion capture data representing one or more motion styles for executing an action or activity. Based on the comparison, the feature set may be matched to feature data for one or more motions styles in the stored motion data. The one or more motions styles may then be executed by a virtual avatar or a virtual object in the VR/AR/MR environment.