Application (pre-grant publication)
NEURAL SHAPE DEFORMATION TRANSFER
- Number
- 20260203984
- Published
- 2026-07-16
- Filed
- 2025-01-13
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- BRADLEY; Derek Edward, CICCONE; Loïc Florian, ZOSS; Gaspard, CHANDRAN; Prashanth
- CPC
- G06T13/40; G06T17/00; G06T19/20
- Verdict
- Low Notable software
- First reported
- 2026-W29 (2026-07-16)
- Source
- Google Patents · FreePatentsOnline
The keeper's note
One embodiment of the present invention sets forth a technique for generating a shape.
Abstract
One embodiment of the present invention sets forth a technique for generating a shape. The technique includes determining (i) a deformed template shape corresponding to a non-neutral expression on a template subject and (ii) a neutral target shape corresponding to a neutral expression on a target subject. The technique also includes generating input representing the deformed template shape and the neutral target shape. The technique further includes generating, via execution of a machine learning model based on the input, a deformed target shape corresponding to the non-neutral expression on the target subject.
Background
BACKGROUND Field of the Various Embodiments
Embodiments of the present disclosure relate generally to machine learning and computer vision and, more specifically, to neural shape deformation transfer. Description of the Related Art
Blendshape generation refers to a process of creating a set of blendshapes that include deformations of a “baseline” shape. For example, a set of blendshapes for a face may include different facial expressions made using the face. After the set of blendshapes is created, the blendshapes can be linearly combined via corresponding blendshape coefficients (also known as blendweights) to generate new deformations and/or animations of the face.
Traditionally, blendshape generation typically involves significant time and/or resource overhead. For example, a set of blendshapes for an actor may be generated by scanning the face of the actor using specialized equipment while the actor performs a series of predefined facial expressions. In another example, an artist may use computer-based tools to manually sculpt hundreds of three-dimensional (3D) meshes corresponding to a range of realistic expressions for a virtual character. This set of meshes may be iteratively refined to add detail to and/or adjust the appearance of the virtual character, thereby consuming additional time and resources (e.g., multiple months to a year).
More recently, techniques have been developed to transfer a set of blendshapes corresponding to deformation