Robust attribute transfer for character animation

US10489956B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10489956-B2
Application numberUS-201614999985-A
CountryUS
Kind codeB2
Filing dateJul 21, 2016
Priority dateJul 27, 2015
Publication dateNov 26, 2019
Grant dateNov 26, 2019

How to read this patent

A practical reading order for non-experts. Skip the full description unless you need deep technical detail.

  1. Title

    What the patent document calls the invention.

  2. Abstract

    A short plain-language summary of the technical disclosure.

  3. Assignees and inventors

    Who owns or filed the patent and who is credited as inventor.

  4. Key dates

    Filing, priority, publication, and grant dates set the timeline.

  5. First independent claim

    The legal scope of protection — read this for what is actually claimed.

  6. CPC / IPC classifications

    Technology tags used to group this patent with similar filings.

  7. Citations and related patents

    Prior art links and similar publications in this corpus.

Abstract

Official abstract text for this publication.

One embodiment of the invention disclosed herein provides techniques for transferring attributes from a source animated character to a target character. A character attribute transfer system identifies a first set of markers corresponding to the source animated character. The character attribute transfer system identifies a second set of markers corresponding to the target character. The character attribute transfer system generates a geometric correspondence between the source animated character and the target character based on the first set of markers and the second set of markers independent of differences in geometry between the source animated character and the target character. The character attribute transfer system transfers a first attribute from the source animated character to the target character based on the geometric correspondence.

First claim

Opening claim text (preview).

What is claimed is: 1. A method for transferring attributes from a source animated character to a target character, comprising: identifying a first set of markers on a source mesh representation of the source animated character; identifying a second set of markers on a target mesh representation of the target character; determining a first joint-vertices relationship between a portion of the first set of markers and a first location of a first joint included in a first joint hierarchy associated with the source animated character; generating a geometric correspondence between the first set of markers and the second set of markers, wherein the geometric correspondence is independent of differences in geometry between the source animated character and the target character; and transferring, based on both the geometric correspondence and the first joint-vertices relationship, the first location of the first joint from the source animated character to the target character. 2. The method of claim 1 , further comprising performing a pose normalization process on the source animated character to align the first joint hierarchy with a second joint hierarchy associated with the target character. 3. The method of claim 1 , wherein transferring the first location comprises: determining the first location; computing a second location for a second joint included in a second joint hierarchy associated with the target character based on both the first location and the geometric correspondence; and placing the second joint at the second location. 4. The method of claim 1 , further comprising: determining a first rotation angle of the first joint; and computing, based on the first rotation angle, a second rotation angle for a second joint included in a second joint hierarchy associated with the target character. 5. The method of claim 1 , further comprising: determining a first set of one or more skinning weights associated with the source mesh representation; computing, based on both the first set of one or more skinning weights and the geometric correspondence, a second set of one or more skinning weights associated with the target mesh representation; and attaching, based on the second set of one or more skinning weights, a first vertex included in the target mesh representation to a second joint hierarchy associated with the target character. 6. The method of claim 1 , further comprising: determining that a first resolution of the source mesh representation is less than a second resolution of the target mesh representation; performing a linear interpolation on a first subset of skinning weights included in a first set of skinning weights associated with the source mesh representation to generate a set of resampled source skinning weights; and determining a first target skinning weight associated with the target character, based on at least one of the set of resampled source skinning weights. 7. The method of claim 1 , further comprising: determining that a first resolution of the source mesh representation is greater than a second resolution of the target mesh representation; selecting one or more vertices included in the source mesh representation; applying a filter to a plurality of source skinning weights associated with the one or more vertices to generate a filtered skinning weight; and assigning the filtered skinning weight to a first vertex included in the target mesh representation. 8. The method of claim 1 , and further comprising: after transferring a first set of one or more skinning weights associated with the source animated character to the target character, determining that a first skinning weight included in the first set of one or more skinning weights has changed; and transferring the first skinning weight from the source animated character to the target character based on the geometric correspondence. 9. The method of claim 1 , further comprising transferring a rig control from the source animated character to the target character, wherein the rig control includes a set of controllers and one or more constraints that define how the source animated character can pose and move. 10. The method of claim 1 , further comprising transferring a set of (u, v) coordinates from the source animated character to the target character, wherein the set of (u, v) coordinates defines positions of one or more textures that are projected onto the source mesh representation. 11. One or more non-transitory computer-readable storage media including instructions that, when executed by one or more processors, cause the one or more processors to transfer attributes from a source animated character to a target character by performing the steps of: identifying a first set of markers on a source mesh representation of the source animated character; identifying a second set of markers on a target mesh representation of the target character; determining a first joint-vertices relationship between a portion of the first set of makers and a first location of a first joint included in a first joint hierarchy associated with the source animated character; generating a geometric correspondence between the first set of markers and the second set of markers, wherein the geometric correspondence is independent of differences in geometry between the source animated character and the target character; and transferring, based on both the geometric correspondence and the first joint-vertices relationship, the first location of the first joint from the source animated character to the target character. 12. The non-transitory computer-readable storage media of claim 11 , further comprising performing a pose normalization process on the source animated character to align the first joint hierarchy with a second joint hierarchy associated with the target character. 13. The non-transitory computer-readable storage media of claim 11 , wherein transferring the first location comprises: determining the first location; computing a second location for a second joint included in a second joint hierarchy associated with the target character based on the first location and the geometric correspondence; and placing the second joint at the second location. 14. The non-transitory computer-readable storage media of claim 11 , further comprising: determining a first rotation angle of the first joint; and computing, based on the first rotation angle, a second rotation angle for a second joint included in a second joint hierarchy associated with the target character. 15. The non-transitory computer-readable storage media of claim 11 , wherein generating the geometric correspondence further comprises deforming the source mesh representation to generate a deformed source mesh representation that matches the target mesh representation. 16. The non-transitory computer-readable storage media of claim 15 , wherein generating the geometric correspondence further comprises extracting a dense correspondence based on closest locations between the deformed source mesh representation and the target mesh representation. 17. The non-transitory computer-readable storage media of claim 15 , wherein each vertex included in the deformed source mesh representation is bijectively linked to a barycentric coordinate on a polygon of the target mesh representation. 18. The non-transitory computer-readable storage media of claim 15 , wherein each vertex included in the target mesh representation is bijectively linked to a barycentric coordinate on a polygon of the deformed source mesh represent

Assignees

Inventors

Classifications

  • Finite element generation, e.g. wire-frame surface description, {tesselation} · CPC title

  • G06T13/40Primary

    of characters, e.g. humans, animals or virtual beings · CPC title

  • Rotation, translation, scaling · CPC title

  • Editing of three-dimensional [3D] images, e.g. changing shapes or colours, aligning objects or positioning parts · CPC title

Patent family

Related publications grouped by family.

External sources

Frequently asked questions

Answers are generated from the same data shown on this page.

What does patent US10489956B2 cover?
One embodiment of the invention disclosed herein provides techniques for transferring attributes from a source animated character to a target character. A character attribute transfer system identifies a first set of markers corresponding to the source animated character. The character attribute transfer system identifies a second set of markers corresponding to the target character. The charac…
Who is the assignee on this patent?
Autodesk Inc
What technology area does this patent fall under?
Primary CPC classification G06T13/40. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Nov 26 2019 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 3 related publications on this page (citations in our corpus or others sharing the same primary CPC).