Skeletal systems for animating virtual avatars
AssigneeMagic Leap, Inc.
InventorsGeoffrey Wedig, Sean Michael Comer, James Jonathan Bancroft
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Abstract
Skinning parameters used to animate a virtual avatar can include mesh weights and joint transforms of a skeleton. Systems and methods are provided for determining skinning parameters using an optimization process subject to constraints based on human-understandable or anatomically-motivated relationships among skeletal joints. Input to the optimization process can include a high-order skeleton and the applied constraints can dynamically change during the optimization. The skinning parameters can be used in linear blend skinning (LBS) applications in augmented reality.
Claims20
A system for automatically painting weights for linear blend skinning and determining bone locations, the system comprising:
- a hardware processor in communication with a non-transitory storage, the hardware processor programmed to:
- solve an error minimization equation based on an initial linear blend skinning weight set, an initialization skeleton, and a target pose to derive skinning parameters, wherein the error minimization equation is subject to a set of constraints based on one or more human-understandable constraints;
- and
- output the skinning parameters.
A method for automatically painting weights for linear blend skinning and determining bone locations comprising:
- under control of a hardware processor in communication with a non-transitory storage:
- solving an error minimization equation based on an initial linear blend skinning weight set, an initialization skeleton, and a target pose to derive skinning parameters, wherein the error minimization equation is subject to a set of constraints based on one or more human-understandable constraints;
- and
- outputting the skinning parameters.
Dependencies are inferred from the claim text.