Systems and methods for real-time complex character animations and interactivity
AssigneeBaobab Studios Inc.
InventorsNathaniel Christopher Dirksen, Michael Scott Hutchinson, Eric Richard Darnell, Lawrence David Cutler, Daniel Tomas Steamer, Apostolos Lerios
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Abstract
Systems, methods, and non-transitory computer-readable media can identify a virtual character being presented to a user within a real-time immersive environment. A first animation to be applied to the virtual character is determined. A nonverbal communication animation to be applied to the virtual character simultaneously with the first animation is determined. The virtual character is animated in real-time based on the first animation and the nonverbal communication animation.
Claims20
A computer-implemented method comprising:
- receiving, by a computing system, virtual model information associated with a virtual deformable geometric model, the virtual model information comprising
- a complex rig comprising a first plurality of transforms and a first plurality of vertices defined by a default model, and
- a simplified rig comprising a second plurality of transforms and a second plurality of vertices, wherein the second plurality of vertices correspond to the first plurality of vertices defined by the default model;
- deforming, by the computing system, the simplified rig and the complex rig based on an animation to be applied to the virtual deformable geometric model;
- calculating, by the computing system, a set of offset data, the set of offset data comprising, for a vertex in the first plurality of vertices, an offset between the vertex and a corresponding vertex in the second plurality of vertices, wherein
- the first plurality of vertices and the second plurality of vertices are associated with a complex character mesh, and
- offsets between vertices in the first plurality of vertices and corresponding vertices in the second plurality of vertices are associated with levels of quantization;
- generating, by the computing system, a compressed version of the set of offset data, wherein the generating the compressed version of the set of offset data comprises calculating a tight bounding box for a vertex of the first plurality of vertices;
- and
- providing, by the computing system, the compressed version of the set of offset data to a real-time processing engine for real-time animation of the virtual deformable geometric model.
A system comprising:
- at least one processor;
- and
- a memory storing instructions that, when executed by the at least one processor, cause the system to perform operations comprising:
- receiving virtual model information associated with a virtual deformable geometric model, the virtual model information comprising
- a complex rig comprising a first plurality of transforms and a first plurality of vertices defined by a default model, and
- a simplified rig comprising a second plurality of transforms and a second plurality of vertices, wherein the second plurality of vertices correspond to the first plurality of vertices defined by the default model;
- deforming the simplified rig and the complex rig based on an animation to be applied to the virtual deformable geometric model;
- calculating a set of offset data, the set of offset data comprising, for a vertex in the first plurality of vertices, an offset between the vertex and a corresponding vertex in the second plurality of vertices, wherein
- the first plurality of vertices and the second plurality of vertices are associated with a complex character mesh, and
- offsets between vertices in the first plurality of vertices and corresponding vertices in the second plurality of vertices are associated with levels of quantization;
- generating a compressed version of the set of offset data, wherein the generating the compressed version of the set of offset data comprises calculating a tight bounding box for a vertex of the first plurality of vertices;
- and
- providing the compressed version of the set of offset data to a real-time processing engine for real-time animation of the virtual deformable geometric model.
A non-transitory computer-readable storage medium including instructions that, when executed by at least one processor of a computing system, cause the computing system to perform operations comprising:
- receiving virtual model information associated with a virtual deformable geometric model, the virtual model information comprising
- a complex rig comprising a first plurality of transforms and a first plurality of vertices defined by a default model, and
- a simplified rig comprising a second plurality of transforms and a second plurality of vertices, wherein the second plurality of vertices correspond to the first plurality of vertices defined by the default model;
- deforming the simplified rig and the complex rig based on an animation to be applied to the virtual deformable geometric model;
- calculating a set of offset data, the set of offset data comprising, for a vertex in the first plurality of vertices, an offset between the vertex and a corresponding vertex in the second plurality of vertices, wherein
- the first plurality of vertices and the second plurality of vertices are associated with a complex character mesh, and
- offsets between vertices in the first plurality of vertices and corresponding vertices in the second plurality of vertices are associated with levels of quantization;
- generating a compressed version of the set of offset data, wherein the generating the compressed version of the set of offset data comprises calculating a tight bounding box for a vertex of the first plurality of vertices;
- and
- providing the compressed version of the set of offset data to a real-time processing engine for real-time animation of the virtual deformable geometric model.
Dependencies are inferred from the claim text.