US20260253302
2026-08-27
Physics
G06T13/40
A novel system is introduced for transforming ordinary expression input into intricate full-body animations, either in real-time or from recordings analyzed over time. This system leverages advanced processing capabilities to generate animations that are more complex and lifelike compared to existing technologies, which often rely on cumbersome methods like green screens and specialized suits. The system aims to make high-quality animation accessible and affordable by simplifying the input requirements and reducing the need for extensive post-production work.
The system comprises several key components, including recording devices and processors that execute specific instructions. Users can choose an animated character for their expressions, which are recorded via facial and body movements. These inputs are processed to create a complete animation, utilizing a state machine to predict and render subsequent movements. The system supports various input types, including facial expressions, body gestures, voice, and even biological data like heartbeats and brainwaves.
The system's methodology involves recording user expressions, storing them for processing, and using a state machine to analyze and predict future movements. This process results in a full-body animated character that mirrors the user's input. The method also includes a unique motion algorithm that generates new performances from both human and animal recordings, offering versatility in animation creation for social media, real-time communication, and content production.
The state machine is central to the system, featuring a library of probable animations that include a variety of human and animal emotions and actions. It operates by limiting state transitions to reduce computational load and enhance efficiency. The animations are categorized into short clips, which are further divided into specific body regions, allowing for detailed and nuanced performances. Expression inputs are analyzed to create motion signatures, which are then used to produce animations that align with the predefined state library.
This system democratizes animation creation, enabling users of all ages to generate professional-quality animations using simple devices like smartphones or webcams. Unlike existing technologies, it can render animations from both human and animal inputs, broadening the scope for content creators. The system's innovative approach to facial and body tracking, combined with its ability to generate new performances in real-time, represents a significant advancement in animation technology, making it more accessible and versatile.