Patent application number | Description | Published |
20080273037 | LOOPING MOTION SPACE REGISTRATION FOR REAL-TIME CHARACTER ANIMATION - A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time. | 11-06-2008 |
20080273038 | LOOPING MOTION SPACE REGISTRATION FOR REAL-TIME CHARACTER ANIMATION - A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time. | 11-06-2008 |
20080273039 | REAL-TIME GOAL SPACE STEERING FOR DATA-DRIVEN CHARACTER ANIMATION - A method for generating real-time goal space steering for data-driven character animation is disclosed. A goal space table of sparse samplings of possible future locations is computed, indexed by the starting blend value and frame. A steer space is computed as a function of the current blend value and frame, interpolated from the nearest indices of the table lookup in the goal space. The steer space is then transformed to local coordinates of a character's position at the current frame. The steer space samples closest to a line connecting the character's position with the goal location may be selected. The blending values of the two selected steer space samples are interpolated to compute the new blending value to render subsequent frames of an animation sequence. | 11-06-2008 |
20090179901 | BEHAVIORAL MOTION SPACE BLENDING FOR GOAL-DIRECTED CHARACTER ANIMATION - A method for rendering frames of an animation sequence using a plurality of motion clips included in a plurality of motion spaces that define a behavioral motion space. Each motion space in the behavioral motion space depicts a character performing a different type of locomotion, including running, walking, or jogging. Each motion space is pre-processed to that all the motion clips have the same number of periodic cycles. Registration curves are made between reference clips from each motion space to synchronic the motion spaces. | 07-16-2009 |
20090295807 | Real-Time Goal-Directed Performed Motion Alignment For Computer Animated Characters - A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion. | 12-03-2009 |
20090295808 | Real-Time Goal-Directed Performed Motion Alignment For Computer Animated Characters - A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion. | 12-03-2009 |
20090295809 | Real-Time Goal-Directed Performed Motion Alignment For Computer Animated Characters - A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion. | 12-03-2009 |
20110012903 | SYSTEM AND METHOD FOR REAL-TIME CHARACTER ANIMATION - A method for generating a motion sequence of a character object in a rendering application. The method includes selecting a first motion clip associated with a first motion class and selecting a second motion clip associated with a second motion class, where the first and second motion clips are stored in a memory. The method further includes generating a registration curve that temporally and spatially aligns one or more frames of the first motion clip with one or more frames of the second motion clip, and rendering the motion sequence of the character object by blending the one or more frames of the first motion clip with one or more frames of second motion clip based on the registration curve. One advantage of techniques described herein is that they provide for creating motion sequences having multiple motion types while minimizing or even eliminating motion artifacts at the transition points. | 01-20-2011 |
20120188257 | LOOPING MOTION SPACE REGISTRATION FOR REAL-TIME CHARACTER ANIMATION - A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time. | 07-26-2012 |
20130033492 | SYSTEM AND METHOD FOR PLACING OBJECTS ACROSS A SURFACE OF A GRAPHICS OBJECT - One embodiment of the invention sets forth a technique for placing objects across a surface of a graphics object. The technique includes establishing a first plurality of grid points over the surface of the graphics object, wherein each grid point in the plurality of grid points is located either inside or outside the surface, establishing a second plurality of grid points that includes only grid points in the first plurality of grid points that are located inside the surface, marking each grid point in the second plurality of grid points as an eligible area or an ineligible area onto which objects can be placed, selecting from the second plurality of grid points a grid point that is marked as an eligible area, and placing an object onto the selected grid point. | 02-07-2013 |
20130033500 | DYNAMIC COLLISION AVOIDANCE FOR CROWD SIMULATION OVER STRUCTURED PATHS THAT INTERSECT AT WAYPOINTS - One embodiment of the invention sets forth a technique for identifying and avoiding impending collisions between moving objects in an animation. Paths traversed by the moving objects intersect at pre-determined intersection points. As a moving object approaches an intersection point, a collision avoidance module determines whether the object is on course to collide with another moving object also approaching the intersection point. If a collision is detected, then the collision avoidance module modifies the speed of the moving object to avoid the collision. | 02-07-2013 |
20130033501 | SYSTEM AND METHOD FOR ANIMATING COLLISION-FREE SEQUENCES OF MOTIONS FOR OBJECTS PLACED ACROSS A SURFACE - Embodiments of the invention set forth a technique for animating objects placed across a surface of a graphics object. A CAD application receives a set of motions and initially applies a different motion in the set of motions to each object placed across the surface of the graphics object. The CAD application calculates bounding areas of each object according to the current motion applied thereto, which are subsequently used by the CAD application to identify collisions that are occurring or will occur between the objects. Identified collisions are cured by identifying valid motions in the set of motions that can be applied to a colliding object and then calculating bounding areas for the valid motions to select a valid motion that, when applied to the object, does not cause the object to collide with any other objects. | 02-07-2013 |
20130035916 | DYNAMIC OBSTACLE AVOIDANCE FOR CROWD SIMULATION USING LANE COORDINATES - One embodiment of the invention sets forth a technique for avoiding collisions between agents traversing different lanes of a multi-lane path in a crowd simulation. A perception data structure is maintained per agent that keeps track of the speeds and locations of neighboring agents in the crowd simulation. At each frame, the perception data structure corresponding to a particular agent is analyzed to identify any projected collisions. If the perception data structure indicates that the agent is projected to collide with another agent, then a collision avoidance operation is executed to avoid the collision. | 02-07-2013 |
20130155062 | LOOPING MOTION SPACE REGISTRATION FOR REAL-TIME CHARACTER ANIMATION - A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time. | 06-20-2013 |