Application (pre-grant publication)
DATA-DRIVEN MODELING OF SECONDARY MOTION DYNAMICS USING GAUSSIAN SPLATTING
- Number
- 20260195954
- Published
- 2026-07-09
- Filed
- 2025-01-06
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- BRADLEY; Derek Edward, WEISS; Sebastian Klaus, CHANDRAN; Prashanth, ZOSS; Gaspard, BAEZA ROJO; Irene, XIA; Yitong
- CPC
- G06T13/40; G06T15/20; G06T17/00; G06T19/20; G06T2219/2004; G06T2219/2012; G06T2219/2016
- Verdict
- Low Notable software
- First reported
- 2026-W29 (2026-07-15)
- Source
- Google Patents · FreePatentsOnline
The keeper's note
The present invention sets forth techniques for predicting motion in a 3D model.
Abstract
The present invention sets forth techniques for predicting motion in a 3D model. The disclosed techniques include receiving one or more Gaussian primitives representing a 3D scene and receiving one or more control inputs describing one or more primary motions associated with one or more objects. The techniques also include generating, via a first trained machine learning model, a dynamic state based on the one or more control inputs, and generating, via a second trained machine learning model, one or more deformed Gaussian primitives based on the dynamic state and the one or more Gaussian primitives. The techniques further include generating a 2D representation of the 3D scene, and generating an output sequence based on the 2D representation, wherein the output sequence depicts both the primary motions associated with the one or more objects and one or more secondary motions associated with the one or more objects.
Background
BACKGROUND Field of the Various Embodiments
Embodiments of the present disclosure relate generally to computer animation and, more specifically, to techniques for modeling secondary motion dynamics in an animated representation of a 3D character model. Description of the Related Art
Animating a digital avatar or other 3D character model is a common task in computer animation. Animating a 3D character model requires a visually realistic and computationally efficient representation of the character model, as well as accurate predictions of deformation and motion.
Deformation may include quasi-static deformation, based on one-to-one mappings of artistic control inputs to deformations of the 3D character model at a single point in time. Artistic control inputs may include, e.g., explicit motion descriptions of a skeletal structure associated with the 3D character model, simulated muscle actuations in the 3D character model, or the application of one or more blend shapes to the 3D character model. Quasi-static motion, including the motion of limbs, joints, or other simulated features included in the 3D character model, may be referred to as “primary motion.”
Many real-world deformations are dynamic, rather than quasi-static. For example, long hair, loose skin, or baggy clothing may continue to move even after an underlying body motion, such as the movement of a head, limb, or other skeletal feature included in a 3D character model, has ceased. These dyn