Granted patent
Techniques for feature-based neural rendering
- Number
- 11704853
- Published
- 2023-07-18
- Filed
- 2019-07-15
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- Borer; Dominik Tobias et al.
- CPC
- G06F17/15; G06N20/00; G06N3/0455; G06N3/0464; G06N3/09; G06N3/094; G06T13/40; G06T19/006
- Verdict
- Low Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Feature-based neural rendering technique (granted).
Abstract
Techniques are disclosed for learning a machine learning model that maps control data, such as renderings of skeletons, and associated three-dimensional (3D) information to two-dimensional (2D) renderings of a character. The machine learning model may be an adaptation of the U-Net architecture that accounts for 3D information and is trained using a perceptual loss between images generated by the machine learning model and ground truth images. Once trained, the machine learning model may be used to animate a character, such as in the context of previsualization or a video game, based on control of associated control points.
Background
BACKGROUND Technical Field (1) Embodiments of the present disclosure relate generally to image rendering and, more specifically, to techniques for feature-based neural rendering. Description of the Related Art (2) Feature animation films generally include high-definition, high-fidelity characters. Typically, such characters are animated using high-resolution models and textures as well as complex proprietary rigs and deformation algorithms. (3) The characters from feature animation films are not easily adaptable to real-time applications, such as computer-based games and previsualation. Previsualization, also referred to herein as “previs,” is the visualization of scenes prior to final animation or filming. For example, motion capture with a single camera may be employed to visualize a character's movement in the early stages of story authoring and storyboarding. Rendering engines used in real-time applications typically support only linear blend skinning and blend shapes, not the proprietary rigs and deformation algorithms used to render feature animation films. Further, real-time rendering engines may require lower-resolution models and textures. (4) Currently, no effective techniques exist for decimating or otherwise exporting the high-definition, high-fidelity assets used in feature animation films to low-resolution assets compatible with real-time rendering engines. As a result, low-resolution assets, such as characters re-modeled with fewer polygons, re-textured with lo