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.
Claims17
A computer-implemented method comprising:
- identifying, by a computing system, a virtual deformable geometric model, the virtual deformable geometric model comprising a virtual model mesh comprising a plurality of vertices, a plurality of edges, and a plurality of faces;
- pre-computing, by the computing system, a linear weighted combination for a vertex in a second plurality of vertices prior to animation of the virtual deformable geometric model within the environment, wherein
- the linear weighted combination comprises one or more weights to apply to a subset of the vertices in the plurality of vertices,
- the linear weighted combination represents the vertex of the second plurality of vertices,
- a number of the one or more weights of the linear weighted combination for the vertex is based on a valence of the vertex;
- and
- each vertex of the second plurality of vertices corresponds to a topological vertex of a refined mesh that is stored in memory;
- iteratively refining, by the computing system, the virtual model mesh in one or more iterations to generate the refined mesh, wherein the one or more iterations increase the number of vertices, the number of edges, and/or the number of faces, wherein the refined mesh comprises the second plurality of vertices;
- and
- presenting, by the computing system, the refined mesh during 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:
- identifying a virtual deformable geometric model, the virtual deformable geometric model comprising a virtual model mesh comprising a plurality of vertices, a plurality of edges, and a plurality of faces;
- pre-computing a linear weighted combination for a vertex in a second plurality of vertices prior to animation of the virtual deformable geometric model within the environment, wherein
- the linear weighted combination comprises one or more weights to apply to a subset of the vertices in the plurality of vertices,
- the linear weighted combination represents the vertex of the second plurality of vertices,
- a number of the one or more weights of the linear weighted combination for the vertex is based on a valence of the vertex;
- and
- each vertex of the second plurality of vertices corresponds to a topological vertex of a refined mesh that is stored in memory;
- iteratively refining the virtual model mesh in one or more iterations to generate the refined mesh, wherein the one or more iterations increase the number of vertices, the number of edges, and/or the number of faces, wherein the refined mesh comprises the second plurality of vertices;
- and
- presenting the refined mesh during 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:
- identifying a virtual deformable geometric model, the virtual deformable geometric model comprising a virtual model mesh comprising a plurality of vertices, a plurality of edges, and a plurality of faces;
- pre-computing a linear weighted combination for a vertex in a second plurality of vertices prior to animation of the virtual deformable geometric model within the environment, wherein
- the linear weighted combination comprises one or more weights to apply to a subset of the vertices in the plurality of vertices,
- the linear weighted combination represents the vertex of the second plurality of vertices,
- a number of the one or more weights of the linear weighted combination for the vertex is based on a valence of the vertex;
- and
- each vertex of the second plurality of vertices corresponds to a topological vertex of a refined mesh that is stored in memory;
- iteratively refining the virtual model mesh in one or more iterations to generate the refined mesh, wherein the one or more iterations increase the number of vertices, the number of edges, and/or the number of faces, wherein the refined mesh comprises the second plurality of vertices;
- and
- presenting the refined mesh during animation of the virtual deformable geometric model.
Dependencies are inferred from the claim text.