Granted patent
Multi-granular rigs for distributed node-based interactive workflows
- Number
- 10204435
- Published
- 2019-02-12
- Filed
- 2016-09-30
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Goldberg; Evan, Lee; Gene, Eisenacher; Christian, Lin; Chung-An, Smith; Gregory
- CPC
- G06T1/60; G06T11/26; G06T13/20
- Verdict
- Medium Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Multi-granular rigs distributed node-based interactive workflows.
Abstract
Systems and methods are described for leveraging distributed computation systems to split animation application processing of node graphs into two components: 1) a low complexity, primary node graph, that is evaluated by the application of the local device; and 2) one or more, higher complexity, companion node graphs that connect to the primary node graph, and are evaluated by a distributed computation system. As the local device evaluates the original, low complexity node graph, an artist is provided with fast, direct manipulation of an animated object. At the same time, the distributed computation system evaluates the higher complexity, companion node graphs, thereby providing a user of the local application with higher fidelity versions of the primary node graph as they are computed.
Background
TECHNICAL FIELD(1) The present disclosure relates generally to distributed computing techniques for animating rigs, and more particularly, some embodiments relate to systems and methods for using multi-granular rigs in distributed node-based interactive workflows.DESCRIPTION OF THE RELATED ART(2) Skeletal animation is a computer animation technique that represents an object in two primary parts: 1) a mesh that is a surface representation of the object, and 2) a set of interconnected joints (i.e., a rig) used to animate the mesh. Generally, a joint may refer to a bone and the pivot about which it rotates, or a joint may just refer to a pivot. Joints may be related in a hierarchy by joint transformations. Skeletal animation may be applied to transform any object that implements this mesh and rig structure. For example, it may be applied to a whole or a part (e.g., arm, leg, hand, foot, torso) of an animated character, creature, or similar object. Alternatively, it may be applied to animations of other objects, such as clothing, a door, a fork, etc.(3) During animation, a rig may be represented as a set of nodes of a node graph (e.g., a directed acyclic graph), each node having corresponding input and output attributes. The attributes of a node describe its data, with each node type having a different set of attributes. For example, the nodes associated with an animating sphere may comprise attributes such as radius, angular momentum, position, color, and transparency. During an