WO2024012007A1 - 一种动画数据生成方法、装置及相关产品 - Google Patents
一种动画数据生成方法、装置及相关产品 Download PDFInfo
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/20—Analysis of motion
- G06T7/246—Analysis of motion using feature-based methods, e.g. the tracking of corners or segments
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N3/00—Computing arrangements based on biological models
- G06N3/02—Neural networks
- G06N3/08—Learning methods
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—Three-dimensional [3D] animation
- G06T13/40—Three-dimensional [3D] animation of characters, e.g. humans, animals or virtual beings
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2207/00—Indexing scheme for image analysis or image enhancement
- G06T2207/20—Special algorithmic details
- G06T2207/20084—Artificial neural networks [ANN]
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2207/00—Indexing scheme for image analysis or image enhancement
- G06T2207/30—Subject of image; Context of image processing
- G06T2207/30196—Human being; Person
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2207/00—Indexing scheme for image analysis or image enhancement
- G06T2207/30—Subject of image; Context of image processing
- G06T2207/30241—Trajectory
Definitions
- This application relates to the field of artificial intelligence technology, especially animation data generation technology.
- Action matching technology can select the most matching animation frame from a large number of animations to play, thereby obtaining animations of virtual objects with different actions.
- Embodiments of the present application provide an animation data generation method, device and related products, aiming to generate animation data with low memory usage.
- a first aspect of this application provides a method for generating animation data.
- the animation data generation method is executed by the animation data generation device, including:
- the query features include trajectory features and skeletal features of the virtual object
- the characteristic dimensions of the virtual object are increased through a feature generation network in a neural network to obtain the combined characteristics of the virtual object, and the neural network is pre-trained;
- animation data of the virtual object is generated through an animation generation network in the neural network.
- a second aspect of this application provides an animation data generating device.
- the animation data generating device is deployed on the animation data generating device and includes:
- a query feature generation unit configured to generate query features of virtual objects in the virtual scene according to the operating data of the virtual scene; the query features include trajectory features and skeletal features of the virtual object;
- a combined feature generation unit configured to increase the feature dimensions of the virtual object through a feature generation network in a neural network based on the trajectory features and skeletal features of the virtual object to obtain the combined features of the virtual object, where the neural network is Pre-trained;
- An animation data generating unit is configured to generate animation data of the virtual object through an animation generating network in the neural network based on the combined characteristics of the virtual object.
- the third aspect of this application provides an animation data generation device.
- the animation data generation device includes a processor and a memory:
- the memory is used to store a computer program and transmit the computer program to the processor
- the processor is configured to execute the steps of the animation data generating method introduced in the first aspect according to instructions in the computer program.
- a fourth aspect of this application provides a computer-readable storage medium.
- the computer-readable storage medium is used to store a computer program.
- the steps of the animation data generation method introduced in the first aspect are implemented.
- a fifth aspect of this application provides a computer program product.
- the computer program product includes a computer program that implements the steps of the animation data generation method introduced in the first aspect when executed by the animation data generation device.
- the trajectory features and skeletal features of the virtual object in the virtual scene are obtained as query features, and based on the trajectory features and skeletal features, the animation data of the virtual object is generated through a pre-trained neural network. Since the pre-trained neural network has the function of adding feature dimensions of virtual objects based on query features and generating animation data of virtual objects based on high-dimensional features, it can meet the demand for animation data generation.
- Figure 1 is a schematic diagram of an animation state machine
- Figure 2 is a scene architecture diagram for implementing a method for generating animation data provided by an embodiment of the present application
- Figure 3 is a flow chart of an animation data generation method provided by an embodiment of the present application.
- Figure 4 is a schematic structural diagram of a neural network provided by an embodiment of the present application.
- Figure 5A is a schematic structural diagram of another neural network provided by an embodiment of the present application.
- Figure 5B is a flow chart of another animation data generation method provided by an embodiment of the present application.
- Figure 6 is a schematic structural diagram of a feature generation network provided by an embodiment of the present application.
- Figure 7 is a schematic structural diagram of a feature update network provided by an embodiment of the present application.
- Figure 8 is a schematic structural diagram of an animation generation network provided by an embodiment of the present application.
- Figure 9A is a training flow chart of a neural network provided by an embodiment of the present application.
- Figure 9B is a schematic diagram of the root skeleton trajectory before noise reduction provided by the embodiment of the present application.
- Figure 9C is a schematic diagram of the root skeleton trajectory after noise reduction provided by the embodiment of the present application.
- Figure 10A is a schematic structural diagram of a deep learning network capable of extracting auxiliary query features provided by an embodiment of the present application
- Figure 10B is a schematic diagram of the animation effect obtained by the traditional action matching method and the animation data generation method provided by the embodiment of the present application;
- Figure 11 is a schematic structural diagram of an animation data generating device provided by an embodiment of the present application.
- Figure 12 is a schematic structural diagram of another animation data generation device provided by an embodiment of the present application.
- Figure 13 is a schematic structural diagram of a server in an embodiment of the present application.
- Figure 14 is a schematic structural diagram of a terminal device in an embodiment of the present application.
- Figure 1 is a schematic diagram of an animation state machine.
- Defense Defend
- Tension Upset
- Victory Victory
- Idle Idle
- the two-way arrows between the four animations represent the progress between animations. switch. If the traditional method of state machine is used to generate animation in game development or animation production scenarios, when the movements of virtual objects are relatively complex, the design amount of the state machine will be very large, and subsequent updates and maintenance will be very difficult and require a lot of time. And prone to failure.
- action matching technology which solves the problems of large animation state machine design, complex logic, and inconvenient maintenance.
- action matching technology needs to store massive animation data in advance for query matching, so it consumes a lot of memory, resulting in poor storage and query performance.
- this application provides an animation data generation method, device and related products.
- the pre-trained neural network can be used to generate the animation data of the virtual object.
- the weight data of the neural network occupies a small memory footprint, storage and query performance can be improved.
- the animation data generation method mainly involves artificial intelligence (Artificial Intelligence, AI) technology, especially machine learning in artificial intelligence technology, and uses neural networks trained by machine learning to solve action matching technology. Storage and query performance issues in animation and film production.
- AI Artificial Intelligence
- Machine learning is a multi-field interdisciplinary subject involving probability theory, statistics, approximation theory, convex analysis, algorithm complexity theory and other disciplines. It specializes in studying how computers can simulate or implement human learning behavior to acquire new knowledge or skills, and reorganize existing knowledge structures to continuously improve their performance.
- Machine learning is the core of artificial intelligence and a branch of artificial intelligence. It is the fundamental way to make computers intelligent, and its applications cover all fields of artificial intelligence.
- Machine learning and deep learning usually include artificial neural networks, belief networks, reinforcement learning, transfer learning, inductive learning, teaching learning and other technologies.
- the history of artificial intelligence research has a natural and clear path from focusing on "reasoning" to focusing on "knowledge” to "learning”. Obviously, machine learning is a way to realize artificial intelligence, that is, using machine learning as a means to solve problems in artificial intelligence.
- Artificial neural network referred to as neural network or neural network-like network, in the field of machine learning and cognitive science, is a mathematical model or computational model that imitates the structure and function of biological neural networks and is used to estimate or approximate functions. Neural networks are connected by a large number of artificial neurons to perform calculations. In most cases, artificial neural networks can change the internal structure based on external information. It is an adaptive system, which in layman's terms has a learning function.
- Motion capture also known as dynamic capture, refers to the technology of recording and processing the movements of people or other objects. It is widely used in many fields such as entertainment, sports, medical applications, computer vision, and robotics. In fields such as animation production, film production, and video game development, it usually records the movements of human actors and converts them into the movements of digital models, and generates two- or three-dimensional computer animations. When it captures subtle movements of faces or fingers, it's often called performance capture.
- the virtual scene can be a simulation scene of the real world, a semi-simulation and semi-fictional three-dimensional scene, or a purely fictional three-dimensional scene.
- the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene.
- the following embodiments illustrate that the virtual scene is a three-dimensional virtual scene, but this is not limited.
- the virtual scene is also used for a virtual scene battle between at least two virtual objects.
- the virtual scene can be, for example, a game scene, a virtual reality scene, an extended reality scene, etc. This embodiment of the present application No restrictions.
- the movable object may be at least one of a virtual character, a virtual animal, and an animation character.
- the virtual object when the virtual scene is a three-dimensional virtual scene, the virtual object may be a three-dimensional model created based on animation skeleton technology.
- Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a part of the space in the three-dimensional virtual scene.
- the animation data generation method provided by the embodiment of the present application can be executed by an animation data generation device, which can be, for example, a terminal device. That is, query features are generated on the end device and the data is animated based on a pre-trained neural network.
- terminal devices may specifically include but are not limited to mobile phones, computers, intelligent voice interaction devices, smart home appliances, vehicle-mounted terminals, aircraft, etc.
- Embodiments of the present invention can be applied to various scenarios, including but not limited to cloud technology, artificial intelligence, digital humans, virtual humans, games, virtual reality, extended reality (XR, Extended Reality), etc.
- the above animation data generation device can also be a server, that is, the query features can be generated on the server and the data can be animated according to the pre-trained neural network.
- the animation data generation method provided in the embodiments of this application can also be implemented jointly by a terminal device and a server.
- Figure 2 is a scene architecture diagram for implementing a method for generating animation data provided by an embodiment of the present application.
- the implementation scenario of the solution is introduced below with reference to Figure 2.
- terminal devices and servers are involved.
- the running data of the virtual scene can be extracted on the terminal device to generate the query features of the virtual objects in the virtual scene
- the weight data of the neural network can be retrieved from the server
- the animation data of the virtual object can be generated on the terminal device based on the neural network.
- the query characteristics of the virtual objects in the virtual scene can also be generated in the server based on the running data of the virtual scene, and the query characteristics are sent to the terminal device, and then the query characteristics are sent to the terminal device.
- Neural networks are used to generate animation data. Therefore, in the embodiments of this application, there is no limitation on the implementation entity that implements the technical solution of this application.
- the server shown in Figure 2 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers.
- the server can also be a basic cloud that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
- Cloud server for computing services can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers.
- the server can also be a basic cloud that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
- Cloud server for computing services can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers.
- the server can also be a basic cloud that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
- FIG 3 is a flow chart of an animation data generation method provided by an embodiment of the present application. The following uses the terminal device as the execution subject to introduce the specific implementation of this method.
- the animation data generation method shown in Figure 3 includes:
- S301 Generate query features of virtual objects in the virtual scene according to the running data of the virtual scene.
- the virtual object when the player controls a virtual object, the virtual object needs to display corresponding animation effects according to the player's control. For example, a virtual object performs a walking action, and when a player controls the virtual object to perform a squatting action, the animation of the virtual object performing a squatting action needs to be displayed in the virtual scene (i.e., the game scene).
- the animation data of this squatting action needs to be generated through the technical solution provided by this application.
- the technical solution provided by this application first needs to generate the query features of the virtual object, which can be used as input to the neural network in subsequent steps to finally generate animation data.
- Query features may include trajectory features and skeletal features of virtual objects.
- the so-called trajectory features may refer to features related to the trajectory of virtual objects in the virtual scene.
- the trajectory characteristics are characteristics of the virtual object as a whole.
- bone features are features from the individual bones of the virtual object.
- the trajectory features in the query features may include: trajectory speed and trajectory direction.
- trajectory features can also include trajectory point locations.
- the bone features in the query features may include left foot bone position information, left foot bone rotation information, right foot bone position information, and right foot bone rotation information.
- the bone characteristics can also include left foot bone speed and right foot bone speed.
- the trajectory referred to in the trajectory feature may refer to the trajectory of the root joint of the virtual object. It may be a path formed based on the projection of the virtual object's hip bone on the ground. If the virtual object is a humanoid character, the generation method is to project the hip bone information of the humanoid skeleton onto the ground, so that multiple animation frames are connected to form the trajectory point information of the virtual object.
- the ground referred to here may specifically be the ground in the virtual scene coordinate system.
- the skeletal features of the feet are included in the query features. Since the feet are an important part of the human body to represent posture, the position, rotation and other information of its bones are conducive to generating matching animations through the neural network.
- trajectory features and bone features are used as query features to characterize the characteristics of the virtual object from two aspects: the overall virtual object and individual bones, thereby combining these two types of features, which is beneficial to achieving accurate animation data. Generate to ensure that the generated animation data realistically depicts the display effect of virtual object movements.
- query features of virtual objects in the virtual scene are generated based on the running data of the virtual scene, which may include:
- the action control signal for the virtual object is extracted from the running data of the virtual scene. Then, based on the control parameters in the action control signal and the historical control parameters in the historical action control signals for the virtual object, the trajectory features and skeletal features of the virtual object are generated.
- the character's walking and running mainly depends on the player's input. If the player wants to run, the corresponding motion control signal will be input through the keyboard and handle, and then the animation engine will calculate a reasonable motion based on the motion control signal.
- the running speed is used as the trajectory feature.
- the historical control parameters in the previous historical action control signals can be combined during calculation.
- the control parameters may include action types (running, jumping, walking, etc.).
- the character attributes of virtual objects can also be combined to generate their trajectory features and skeletal features. For example, different character attributes have different maximum and minimum speed values.
- the historical action control signal may be an action control signal received before the latest received action control signal, for example, it may be an action control signal received before the latest received action control signal, or a previously predicted action control signal.
- the action control signal received within the set time.
- S302 Based on the trajectory features and skeletal features of the virtual object, increase the feature dimensions of the virtual object through the feature generation network in the neural network to obtain the combined features of the virtual object.
- Figure 4 is a schematic structural diagram of a neural network provided by an embodiment of the present application.
- the network structure illustrated in this figure includes a feature generation network and an animation generation network.
- the feature generation network can be used to increase the feature dimensions of the virtual object, that is, through the feature generation network, the query feature dimensions of the virtual object can be enriched.
- the query features input to the feature generation network include trajectory speed, trajectory direction, left foot bone position information, left foot bone rotation information, right foot bone position information, and right foot bone rotation information, and are processed by the feature generation network , so that the output features not only include the feature information in the input query features, but also include other auxiliary features that help to accurately generate animation data.
- the method of obtaining auxiliary features will be explained in more detail later.
- the features with increased dimensions obtained through feature generation network processing are called combined features. Since the combined features are features obtained based on the input trajectory features and bone features, it can be understood that the combined features output by the feature generation network match the query features input to the feature generation network and can be used as a combination of virtual objects Features used to generate animation data.
- S303 Based on the combination characteristics of the virtual object, generate animation data of the virtual object through the animation generation network in the neural network.
- the network structure shown in Figure 4 also includes an animation generation network.
- the function of this network is to generate animation data of virtual objects based on the combined features of the virtual objects input into it.
- the combined features of the virtual object in each frame of the animation engine can be used as input to the animation generation network to generate animation data for that frame.
- a coherent animation is formed in time sequence based on the animation data of each frame of the animation engine. Therefore, based on the functional requirements of the neural network, when the neural network needs to meet the above functional requirements, the output of the feature generation network can be directly used as the input of the animation generation network for training and use.
- the pre-trained neural network since the pre-trained neural network has the function of increasing the feature dimensions of virtual objects based on query features and generating animation data of virtual objects based on high-dimensional features, it can satisfy Requirements for animation data generation.
- the use of neural networks when generating animation data, it is no longer necessary to use previous action matching technology to store massive data in memory and query matching animations; the use of neural networks only requires the weights related to the neural network to be stored in advance Data, so the implementation of the entire solution has a low memory footprint, thus avoiding the problems of high memory footprint and poor query performance when generating animation data. Therefore, the solutions of the embodiments of the present application can achieve better application and development in animation engines.
- the feature generation network may not run every frame in order to improve performance and reduce animation jitter when the scheme is run.
- the execution of S302 requires certain conditions, for example, when the virtual object
- the changes in trajectory features and skeletal features meet the first preset condition and/or the time interval of the previous output combination feature of the distance feature generation network satisfies the second preset condition, based on the latest input trajectory features and skeletal features of the virtual object, through
- the feature generation network outputs the combined features of the virtual object. That is to say, in this possible implementation, the operation of the feature generation network needs to meet prerequisites, which may be conditions related to feature changes (such as the first preset condition), or may be related to its running time interval.
- the condition (such as the second preset condition) can also be a combination of these two conditions.
- FIG. 5A is a schematic structural diagram of another neural network provided by an embodiment of the present application. Compared with the network structure shown in Figure 4, the neural network shown in Figure 5A also includes an additional feature update network. In the structure shown in Figure 5A, the output of the feature generation network is used as the input of the feature update network; the output of the feature update network is used as the input of the animation generation network. When the feature generation network is not running, the feature update network is used to drive the next frame of animation generation to ensure smooth and continuous animation.
- Figure 5B is a flow chart of another animation data generation method provided by an embodiment of the present application.
- the neural network structure used in the method shown in this figure is consistent with the neural network structure shown in Figure 5A. That is, the neural network includes a feature generation network, a feature update network, and an animation generation network.
- the animation data generation method shown in Figure 5B includes:
- S501 Generate query features of virtual objects in the virtual scene based on the running data of the virtual scene.
- S502 Based on the trajectory features and skeletal features of the virtual object, increase the feature dimensions of the virtual object through the feature generation network in the neural network to obtain the combined features of the virtual object.
- the implementation manner of S501-S502 is basically the same as the implementation manner of S301-S302 in the previous embodiment. Therefore, the relevant introduction can refer to the embodiment provided above, and will not be described again here.
- the combined features of the virtual object generated by the feature generation network at runtime may be the combined features of the virtual object in the current frame.
- S503 embodies the function of the feature update network in the neural network shown in Figure 5A.
- the implementation method of S503 can be that the feature update network can output the combined features of the virtual object in the current frame based on the feature generation network and the inter-frame difference of the animation engine of the virtual scene, and output the virtual object in the current frame.
- the inter-frame difference (deltaTime) can refer to the time difference between two updates of the animation logic thread of the animation engine. Generally speaking, it is close to the game update time. For example, if the game update rate is 60 frames per second, then deltaTime is 1/60 second.
- the feature update network can obtain the combined features of the same dimension of the virtual object in the next frame from the combined features of the current frame. That is, the feature update network realizes the update of the combined features of the virtual object in adjacent frames, and updates the combined features of the next frame based on the combined features of the previous frame. In this way, when the feature generation network is not working all the time, the function of the feature update network can be used to achieve the continuity and smoothness of the animation data output by the subsequent animation generation network.
- S504 Based on the combined characteristics of the virtual object in the next frame of the current frame, generate animation data of the virtual object through the animation generation network in the neural network.
- the animation generation network since the output of the feature update network is used as the input of the animation generation network, the animation generation network directly based on the combination of the next frame input therein Features to generate animation data and output.
- the feature generation network is not run every frame, thereby improving the performance of the solution and reducing animation jitter.
- the animation can be guaranteed to be coherent and smooth.
- Figure 6 is a schematic structural diagram of a feature generation network provided by an embodiment of the present application.
- Figure 7 is a schematic structural diagram of a feature update network provided by an embodiment of the present application.
- Figure 8 is a schematic structural diagram of an animation generation network provided by an embodiment of the present application.
- the structure of the feature generation network is a six-layer fully connected network with four hidden layers, and the number of units in each hidden layer is 512.
- the feature update network is a four-layer fully connected network with two hidden layers, and the number of units in each hidden layer is 512.
- the animation generation network is a three-layer fully connected network with one hidden layer. The number of units in each hidden layer is 512.
- the above three networks may also contain other numbers of hidden layers or the hidden layers may contain other numbers of units. Therefore, the network structure of 6+4+2 levels and the number of 512 units in the neural network is only an implementation method and is not limited here.
- FIG. 9A is a training flow chart of a neural network provided by an embodiment of the present application. As shown in Figure 9A, training the neural network includes the following steps:
- motion capture technology has been introduced before. It is a relatively mature technology currently used in film production, animation production, game development and other fields. In the embodiments of this application, this technology is used to obtain motion capture data of the human body in real scenes. As an example, in order to improve the accuracy of training, this step can be achieved in the following ways:
- an action subject usually a person, such as an actor, or an animal
- the action subject moves according to a preset motion capture route and performs a preset action in a real scene
- the action subject is motion captured to obtain initial motion capture data.
- Process the initial motion capture data through at least one of the following pre-processing methods to obtain processed motion capture data: noise reduction, data expansion, or generating data in a coordinate system of an animation engine adapted to the virtual scene.
- the processed work capture data can generally be directly applied to subsequent S902.
- Preprocess the initial motion capture data through at least one of noise reduction and data expansion. Since noise reduction can improve the quality of the motion capture data, data expansion can expand the amount of motion capture data, thus providing a massive amount of data for training neural networks. Data support. Therefore, the training effect can be improved through the above preprocessing methods.
- the collection equipment that collects motion capture data may have signal noise.
- noise reduction can be used for the initial motion capture data. measures.
- a smoothing (Savitzky-Golay, SG) filter can be used to process the initial motion capture data.
- SG smoothing
- Figure 9B and Figure 9C are schematic diagrams of root bone trajectories before and after noise reduction. Combining Figure 9B and Figure 9C, it is not difficult to find that after noise reduction, the motion capture data taking the root skeleton trajectory as an example becomes less noisy and the trajectory is smoother.
- the amount of initial motion capture data is small.
- the initial motion capture data can be expanded.
- the expansion method may include data expansion of the initial motion capture data through a mirroring method, and/or data expansion of the initial motion capture data through scaling of the timeline.
- the mirroring method can mirror left walking into right walking in motion capture, and right walking into left walking, thereby increasing the amount of data in each mode.
- the animation data it may only capture the data of the action subject walking once. For example, this data is that the left foot moves forward first and then the right foot moves forward. In order to expand the data set, for example, the right foot moves forward first and then the left foot moves forward, you need to use the mirroring method for expansion.
- the way to expand data by scaling the timeline is to expand the data by increasing or decreasing the trajectory speed.
- This method mainly adjusts the speed in the animation data to simulate and generate motion capture data at different action speeds.
- the initial motion capture data is a walking motion of a 100-meter path completed in 30 seconds.
- zooming in on the timeline for example to a 2x length timeline, the original motion capture data is transformed into a walking motion that completes a 100-meter path in 60 seconds. It can be seen that enlarging the timeline reduces the action speed of the execution subject corresponding to the data. Similarly, shortening the time axis corresponds to increasing the action speed of the execution subject corresponding to the data.
- the original motion capture data is transformed into a walking motion that completes a path of up to 100 meters in 15 seconds.
- the extra time is linearly interpolated.
- the data can be filtered regularly according to the time series.
- the initial motion capture data can also be used as Basically generate data in the coordinate system of the animation engine adapted to the virtual scene.
- the basic database for training neural networks can be constructed.
- the initial motion capture data is data in the right-hand coordinate system
- the coordinate system of the animation engine is the left-hand coordinate system in the Z-axis direction. It can be converted according to the coordinate system relationship to generate motion capture data in the coordinate system of the animation engine.
- the initial motion capture data can be processed through at least one of the following pre-processing methods to obtain processed motion capture data: noise reduction, data expansion or generation adapted to the virtual scene Data in the coordinate system of the animation engine.
- S902 Obtain the root motion data, skeletal posture information and basic query features of the action subject according to the motion capture data.
- Basic query features can include trajectory features and skeletal features of the action subject.
- the basic query features here are consistent with the data type of the query features that need to be input to the feature generation network after the neural network is trained.
- Rails in Basic Query Features The trace features can be generated based on the movement direction and position of the action subject; the bone features in the basic query features can be obtained based on the motion information of the feet of the current action subject.
- the root motion data and skeletal posture information of the action subject obtained from the motion capture data are, in addition to the basic query features, information obtained from the motion capture data in this step that helps train the feature generation network and increase the dimension of the query features.
- S903 Extract the feature value of the action subject from the root motion data and skeletal posture information of the action subject, and use the feature value as an auxiliary query feature.
- S903 can be completed by another trained deep learning network.
- the function of this neural network is to extract feature values as auxiliary query features.
- the features referred to in the embodiments of this application such as query features, basic query features, auxiliary query features, combined features, etc., can all be represented by feature vectors.
- the vector representation of auxiliary query features can also be called auxiliary vectors.
- the auxiliary vector is a number generated by the deep learning network executing S903.
- the dimensions of the vector are consistent with the feature dimensions.
- Figure 10A is a schematic structural diagram of a deep learning network capable of extracting auxiliary query features provided by an embodiment of the present application.
- the deep learning network shown in Figure 10A can be a five-layer fully connected network with three hidden layers. After passing through each hidden layer, the low-dimensional feature vector representing the input data is gradually obtained. The final output is the auxiliary vector that needs to be used together with the vector representation of the basic query feature to train the feature generation network.
- S904 Obtain the combined features of the moving subject based on the trajectory features of the action subject, the skeletal features of the action subject and the auxiliary query features.
- the basic query features i.e., the trajectory features of the action subject and the skeletal features of the action subject
- the auxiliary query features add dimensions to the query features based on the basic query features.
- the function of the feature generation network is to add feature dimensions to the query features. Therefore, in the embodiment of the present application, the feature generation network in the neural network can be trained by using basic query features and combined features as a set of training data. Among them, the basic query features are used as the input of the feature generation network in the training stage, and the combined features of the moving subject are used as the output results for the aforementioned inputs. See S905 below.
- S905 Use the trajectory characteristics of the action subject, the skeletal features of the action subject, and the combined features of the movement subject to train the feature generation network in the neural network.
- the training cutoff conditions for the feature generation network can be set.
- the number of training iterations and/or the loss function can be used to determine whether cutoff training is required.
- training cutoff conditions can also be set for the training of feature update networks and animation generation networks.
- the process of training the neural network is performed in sequence, first training the feature generation network, then training the feature update network, and finally training the animation generation network. By training the above networks, the performance of each network after training can be guaranteed as much as possible.
- the process of training the feature generation network and animation generation network please refer to S906 and S907 below.
- S906 After the feature generation network is trained, use the combined features of the current frame output by the feature generation network and the combined features of the action subject in the next frame to train the feature update network in the neural network.
- the combined features of the action subject in the next frame are obtained based on the motion capture data of the action subject.
- the combined features of the action subject in the next frame are the output results of the trained feature update network, and the combined features of the current frame output by the feature generation network as the actual input to the trained feature update network.
- the animation generation network is trained using the root motion data and skeletal posture information of the action subject and the combined features of the action subject in the next frame output by the feature generation network.
- the root motion data and skeletal posture information of the action subject are used as the output results of the trained animation generation network, and the combined features of the action subject in the next frame output by the feature generation network are used as the actual input of the trained animation generation network.
- Table 1 compares the amount of storage that the traditional action matching method needs to occupy for each content and the amount of storage that the animation generation method provided by the embodiment of the present application needs to occupy for each content.
- FIG. 10B is a schematic diagram of the animation effect obtained by the traditional action matching method and the animation data generation method provided by the embodiment of the present application.
- the humanoid animation on the left is obtained by the traditional action matching method, and the humanoid animation on the right is obtained through the technical solution of this application.
- Combining the animation renderings on the left and right sides of Figure 10B it is easy to find that the animation effect finally obtained by the technical solution of this application is very close to the animation effect obtained by the action matching method. That is, better results are achieved and the needs for animation data generation are met.
- the improvement of storage performance makes the game run smoother and the animation viewing smoother. Improvements in storage performance provide more storage margin to support improvements in other aspects, such as supporting further improvements in game image quality, storing more user game data, and adding richer virtual character-related information. Data or scene data, etc. This further enhances players’ gaming experience.
- a certain game is run on a terminal device, and players operate in real time, using the mouse and keyboard to control virtual objects to run, jump, dodge and other actions in the game scene.
- the virtual object controlled by the player needs to make a jumping action in the virtual scene.
- the virtual object controlled by the player needs to run in the virtual scene.
- the terminal device can determine the player's action control intention through the control parameters and historical control parameters in the action control signal input by the player using the mouse and/or keyboard, and obtain the query characteristics of the virtual object through calculation .
- the terminal device communicates with the remote server to call the neural network.
- the weight data of the neural network it is stored locally on the terminal device.
- the terminal device takes the query features as input to the neural network.
- the neural network is pre-trained in the server based on motion capture data of some real scenes. Therefore, in fact, the terminal device can store the weight data of the neural network locally or retrieve the weight data of the neural network from the server and store it locally.
- the terminal device uses some rendering methods of the animation engine to render the animation data of the virtual object into an animation effect visible to the player in the game scene displayed on the terminal device.
- the virtual object controlled by the player jumps in the virtual scene displayed on the screen of the terminal device.
- the animation shows the changing posture of the virtual object during the jump and the separation distance between the two parties that is different from other postures. foot.
- the virtual object controlled by the player assumes a running posture in the virtual scene displayed on the screen of the terminal device, swings its arms back and forth regularly, and displays alternating leg movements beyond the walking posture. From the time the player starts to control on the terminal device to the corresponding animation effect being displayed in the virtual scene screen, the entire time is very short. The other screen displays of the game will not be affected by the control instructions and produce lags and regional mosaic effects.
- FIG 11 is a schematic structural diagram of an animation data generating device provided by an embodiment of the present application. As shown in Figure 11, the animation data generation device includes:
- Query feature generation unit 111 configured to generate query features of virtual objects in the virtual scene according to the operating data of the virtual scene; the query features include trajectory features and skeletal features of the virtual object;
- the combined feature generation unit 112 is configured to increase the feature dimensions of the virtual object through a feature generation network in a neural network based on the trajectory features and skeletal features of the virtual object, and obtain the combined features of the virtual object.
- the neural network It is obtained by pre-training;
- the animation data generation unit 113 is configured to generate animation data of the virtual object through the animation generation network in the neural network based on the combined characteristics of the virtual object.
- the pre-trained neural network Since the pre-trained neural network has the function of adding feature dimensions of virtual objects based on query features and generating animation data of the virtual objects based on high-dimensional features, it can meet the demand for generating animation data.
- the use of neural networks when generating animation data, it is no longer necessary to use previous action matching technology to store massive data in memory and query matching animations; the use of neural networks only requires the weights related to the neural network to be stored in advance Data, so the implementation of the entire solution has a low memory footprint, thus avoiding the problems of high memory footprint and poor query performance when generating animation data.
- Figure 12 is a schematic structural diagram of another animation data generating device provided by an embodiment of the present application.
- the combined features of the virtual object are the combined features of the virtual object in the current frame.
- the animation data generating unit 113 specifically includes:
- a combined feature update subunit configured to output the combined feature of the virtual object in the current frame based on the feature generation network and output the combined feature of the virtual object in the next frame of the current frame through the feature update network in the neural network.
- An animation data generation subunit is configured to generate animation data of the virtual object through the animation generation network in the neural network based on the combined characteristics of the virtual object in the next frame of the current frame.
- the combined feature generating unit 112 is specifically used to:
- the virtual object When the changes in the trajectory characteristics and skeletal characteristics of the virtual object meet the first preset condition and/or the time interval from the previous output of the combined feature by the feature generation network meets the second preset condition, the virtual object according to the latest input
- the trajectory features and skeletal features are used to output the combined features of the virtual object through the feature generation network.
- the combined feature update subunit is specifically used for:
- the combined features of the virtual object in the next frame of the current frame are output through the feature update network.
- the animation data generating device may also include a network training unit for obtaining a neural network through training.
- the network training unit specifically includes:
- the motion capture data acquisition subunit is used to acquire motion capture data of real scenes
- a data analysis subunit configured to obtain the root motion data, skeletal posture information and basic query features of the action subject according to the motion capture data;
- the basic query features include the trajectory features and skeletal features of the action subject;
- a feature value extraction subunit is used to extract the feature value of the action subject from the root motion data and skeletal posture information of the action subject, and use the feature value as an auxiliary query feature;
- Feature combination subunit used to obtain the combined features of the moving subject based on the trajectory features of the action subject, the skeletal features of the action subject and the auxiliary query features;
- the first training subunit is used to train the feature generation network in the neural network using the trajectory characteristics of the action subject, the skeletal features of the action subject, and the combined features of the movement subject;
- the second training subunit is used to use the combined features of the current frame output by the feature generating network and the combined features of the action subject in the next frame after the feature generation network is trained, to perform training on the neural network.
- the feature update network is trained, and the combined features of the action subject in the next frame are obtained based on the motion capture data of the action subject;
- the third training subunit is used to use the root motion data and skeletal posture information of the action subject and the combined features of the action subject in the next frame output by the feature generation network after the feature update network is trained,
- the animation generation network is trained.
- the motion capture data acquisition subunit is specifically used for:
- the initial motion capture data is processed through at least one of the following pre-processing methods to obtain processed motion capture data:
- data expansion methods may include but are not limited to:
- the initial motion capture data is expanded by scaling the timeline.
- the query feature generation unit 111 includes:
- a signal extraction subunit used to extract action control signals for the virtual object from the operating data of the virtual scene
- a feature generation subunit configured to generate trajectory features and skeletal features of the virtual object based on control parameters in the action control signal and historical control parameters in historical action control signals for the virtual object.
- the trajectory features include trajectory speed and trajectory direction
- the skeletal features include left foot skeletal position information, left foot skeletal rotation information, right foot skeletal position information, and right foot skeletal rotation information; wherein , the trajectory is formed based on the projection of the hip bones.
- the following introduces the structure of the animation data generation device in terms of server form and terminal device form respectively.
- FIG. 13 is a schematic structural diagram of a server provided by an embodiment of the present application.
- the server 900 may vary greatly due to different configurations or performance, and may include one or more central processing units (CPUs) 922 (for example, , one or more processors) and memory 932, one or more storage media 930 (eg, one or more mass storage devices) that stores applications 942 or data 944.
- the memory 932 and the storage medium 930 may be short-term storage or persistent storage.
- the program stored in the storage medium 930 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server.
- the central processor 922 may be configured to communicate with the storage medium 930 and execute a series of instruction operations in the storage medium 930 on the server 900 .
- Server 900 may also include one or more power supplies 926, one or more wired or wireless network interfaces 950, one or more input and output interfaces 958, and/or, one or more operating systems 941, such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM and so on.
- operating systems 941 such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM and so on.
- CPU 922 is used to perform the following steps:
- the query features include trajectory features and skeletal features of the virtual object
- the characteristic dimensions of the virtual object are increased through a feature generation network in a neural network to obtain the combined characteristics of the virtual object, and the neural network is pre-trained;
- animation data of the virtual object is generated through an animation generation network in the neural network.
- the embodiment of the present application also provides another animation data generating device.
- the animation data generating device may be a terminal device, as shown in Figure 14.
- the terminal device can be any terminal device including a mobile phone, tablet computer, personal digital assistant (English full name: Personal Digital Assistant, English abbreviation: PDA), sales terminal (English full name: Point of Sales, English abbreviation: POS), vehicle-mounted computer, etc. , taking the terminal device as a mobile phone as an example:
- FIG. 14 shows a block diagram of a partial structure of a mobile phone related to the terminal device provided by the embodiment of the present application.
- the mobile phone includes: radio frequency (English full name: Radio Frequency, English abbreviation: RF) circuit 1010, memory 1020, input unit 1030, display unit 1040, sensor 1050, audio circuit 1060, wireless fidelity (WiFi) module 1070, Processor 1080, power supply 1090 and other components.
- the input unit 1030 may include a touch panel 1031 and other input devices 1032
- the display unit 1040 may include a display panel 1041
- the audio circuit 1060 may include a speaker 1061 and a microphone 1062.
- the structure of the mobile phone shown in FIG. 14 does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange different components.
- the memory 1020 can be used to store software programs and modules.
- the processor 1080 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 1020 .
- the memory 1020 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the storage data area may store a program according to Data created by the use of mobile phones (such as audio data, phone books, etc.), etc.
- memory 1020 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage device.
- the processor 1080 is the control center of the mobile phone, using various interfaces and lines to connect various parts of the entire mobile phone, and executing software programs and/or modules stored in the memory 1020 by running or executing them, and calling data stored in the memory 1020. Various functions of the mobile phone and processing data, thereby collecting overall data and information on the mobile phone.
- the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor, where the application processor mainly processes operating systems, user interfaces, application programs, etc. , the modem processor mainly handles wireless communications. It can be understood that the above modem processor may not be integrated into the processor 1080.
- the processor 1080 included in the terminal also has the following functions:
- the query features include trajectory features and skeletal features of the virtual object
- the characteristic dimensions of the virtual object are increased through a feature generation network in a neural network to obtain the combined characteristics of the virtual object, and the neural network is pre-trained;
- animation data of the virtual object is generated through an animation generation network in the neural network.
- Embodiments of the present application also provide a computer-readable storage medium for storing a computer program.
- the computer program is executed by an animation data generation device, any one of the animation data generation methods described in the foregoing embodiments can be implemented.
- Embodiments of the present application also provide a computer program product including instructions.
- the computer program product includes a computer program that, when run on a computer, causes the computer to execute any one of the animation data generation methods described in the foregoing embodiments. implementation.
- the systems described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
- each functional unit in each embodiment of the present application can be integrated into one processing unit, each unit can exist physically alone, or two or more units can be integrated into one unit.
- the above integrated units can be implemented in the form of hardware or software functional units.
- the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in a computer-readable storage medium.
- the technical solution of the present application is essentially or contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product.
- the computer software product is stored in a storage medium and includes a number of instructions to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. .
- the aforementioned storage media include: U disk, mobile hard disk, read-only memory (English full name: Read-Only Memory, English abbreviation: ROM), random access memory (English full name: Random Access Memory, English abbreviation: RAM), magnetic Various media that can store program code, such as discs or optical discs.
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Abstract
Description
Claims (13)
- 一种动画数据生成方法,所述方法由动画数据生成设备执行,包括:根据虚拟场景的运行数据生成所述虚拟场景中虚拟对象的查询特征;所述查询特征包括所述虚拟对象的轨迹特征和骨骼特征;基于所述虚拟对象的轨迹特征和骨骼特征,通过神经网络中的特征生成网络增加所述虚拟对象的特征维度,得到所述虚拟对象的组合特征,所述神经网络是预先训练得到的;基于所述虚拟对象的组合特征,通过所述神经网络中的动画生成网络生成所述虚拟对象的动画数据。
- 根据权利要求1所述的方法,所述虚拟对象的组合特征为所述虚拟对象在当前帧的组合特征,所述基于所述虚拟对象的组合特征,通过所述神经网络中的动画生成网络生成所述虚拟对象的动画数据,包括:基于所述特征生成网络输出的所述虚拟对象在当前帧的组合特征,通过所述神经网络中的特征更新网络输出所述虚拟对象在当前帧的下一帧的组合特征;基于所述虚拟对象在当前帧的下一帧的组合特征,通过所述神经网络中的动画生成网络生成所述虚拟对象的动画数据。
- 根据权利要求2所述的方法,所述基于所述虚拟对象的轨迹特征和骨骼特征,通过神经网络中的特征生成网络增加所述虚拟对象的特征维度,得到所述虚拟对象的组合特征,包括:当所述虚拟对象的轨迹特征和骨骼特征的变化满足第一预设条件和/或距离所述特征生成网络前一次输出组合特征的时间间隔满足第二预设条件时,根据最新输入的虚拟对象的轨迹特征和骨骼特征,通过所述特征生成网络输出所述虚拟对象的组合特征。
- 根据权利要求2所述的方法,所述基于所述特征生成网络输出的所述虚拟对象在当前帧的组合特征,通过所述神经网络中的特征更新网络输出所述虚拟对象在当前帧的下一帧的组合特征,包括:基于所述虚拟对象在当前帧的组合特征以及适配于所述虚拟场景的动画引擎的帧间差,通过所述特征更新网络输出所述虚拟对象在当前帧的下一帧的组合特征。
- 根据权利要求2所述的方法,所述神经网络为通过以下方式训练得到:获取真实场景的动作捕捉数据;根据所述动作捕捉数据分别获取到动作主体的根运动数据、骨骼姿态信息和基础查询特征;所述基础查询特征包括所述动作主体的轨迹特征和骨骼特征;从所述动作主体的根运动数据和骨骼姿态信息提取出所述动作主体的特征值,将所述特征值作为辅助查询特征;根据所述动作主体的轨迹特征、所述动作主体的骨骼特征和所述辅助查询特征得到所述运动主体的组合特征;利用所述动作主体的轨迹特征、所述动作主体的骨骼特征和所述运动主体的组合特征,对所述神经网络中的特征生成网络进行训练;在所述特征生成网络训练完毕后,利用所述特征生成网络输出的当前帧的组合特征和所述动作主体在下一帧的组合特征,对所述神经网络中的特征更新网络进行训练,所述动作主体在下一帧的组合特征是根据所述动作主体的动作捕捉数据得到的;在所述特征更新网络训练完毕后,利用所述动作主体的根运动数据和骨骼姿态信息以及所述特征生成网络输出的所述动作主体在下一帧的组合特征,对所述动画生成网络进行训练。
- 根据权利要求5所述的方法,所述获取真实场景的动作捕捉数据,包括:当动作主体在所述真实场景中按照预设的动作捕捉路线运动并执行预设的动作时,对所述动作主体进行动作捕捉,得到初始的动作捕捉数据;对所述初始的动作捕捉数据通过以下至少一种预处理方式进行处理,得到处理后的动作捕捉数据:降噪、数据扩充或者生成适配于所述虚拟场景的动画引擎的坐标系下的数据。
- 根据权利要求6所述的方法,对所述初始的动作捕捉数据进行数据扩充,包括:通过镜像方法对所述初始的动作捕捉数据进行数据扩充;和/或,通过缩放时间轴的方式对所述初始的动作捕捉数据进行数据扩充。
- 根据权利要求1-7任一项所述的方法,所述根据虚拟场景的运行数据生成所述虚拟场景中虚拟对象的查询特征,包括:从所述虚拟场景的运行数据中提取出针对所述虚拟对象的动作控制信号;根据所述动作控制信号中的控制参数以及针对所述虚拟对象的历史动作控制信号中的历史控制参数,生成所述虚拟对象的轨迹特征和骨骼特征。
- 根据权利要求1-7任一项所述的方法,所述轨迹特征包括轨迹速度和轨迹方向,所述骨骼特征包括左脚骨骼位置信息、左脚骨骼旋转信息、右脚骨骼位置信息和右脚骨骼旋转信息;其中,轨迹为根据臀部骨骼的投影形成的。
- 一种动画数据生成装置,所述装置部署在动画数据生成设备上,包括:查询特征生成单元,用于根据虚拟场景的运行数据生成所述虚拟场景中虚拟对象的查询特征;所述查询特征包括所述虚拟对象的轨迹特征和骨骼特征;组合特征生成单元,用于基于所述虚拟对象的轨迹特征和骨骼特征,通过神经网络中的特征生成网络增加所述虚拟对象的特征维度,得到所述虚拟对象的组合特征,所述神经网络是预先训练得到的;动画数据生成单元,用于基于所述虚拟对象的组合特征,通过所述神经网络中的动画生成网络生成所述虚拟对象的动画数据。
- 一种动画数据生成设备,所述设备包括处理器以及存储器:所述存储器用于存储计算机程序,并将所述计算机程序传输给所述处理器;所述处理器用于根据所述计算机程序中的指令执行权利要求1至9中任一项所述的动画数据生成方法的步骤。
- 一种计算机可读存储介质,所述计算机可读存储介质用于存储计算机程序,所述计算机程序被动画数据生成设备执行时实现权利要求1至9任一项所述的动画数据生成方法的步骤。
- 一种计算机程序产品,包括计算机程序,该计算机程序被动画数据生成设备执行时实现权利要求1至9任一项所述的动画数据生成方法的步骤。
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| CN113570690A (zh) * | 2021-08-02 | 2021-10-29 | 北京慧夜科技有限公司 | 交互动画生成模型训练、交互动画生成方法和系统 |
| CN114037781A (zh) * | 2021-11-12 | 2022-02-11 | 北京达佳互联信息技术有限公司 | 动画生成方法、装置、电子设备及存储介质 |
| CN114170353A (zh) * | 2021-10-21 | 2022-03-11 | 北京航空航天大学 | 一种基于神经网络的多条件控制的舞蹈生成方法及系统 |
| CN115222847A (zh) * | 2022-07-15 | 2022-10-21 | 腾讯数码(深圳)有限公司 | 一种基于神经网络的动画数据生成方法、装置及相关产品 |
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| JP7660657B2 (ja) * | 2020-07-21 | 2025-04-11 | メドリズムス,インコーポレイテッド | 拡張された神経学的リハビリテーションのためのシステムおよび方法 |
| CN112017265B (zh) * | 2020-08-26 | 2022-07-19 | 华东师范大学 | 一种基于图神经网络的虚拟人运动仿真方法 |
| CN113705520A (zh) * | 2021-09-03 | 2021-11-26 | 广州虎牙科技有限公司 | 动作捕捉方法、装置及服务器 |
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| US11017560B1 (en) * | 2019-04-15 | 2021-05-25 | Facebook Technologies, Llc | Controllable video characters with natural motions extracted from real-world videos |
| CN111583364A (zh) * | 2020-05-07 | 2020-08-25 | 江苏原力数字科技股份有限公司 | 一种基于神经网络的群组动画生成方法 |
| CN113570690A (zh) * | 2021-08-02 | 2021-10-29 | 北京慧夜科技有限公司 | 交互动画生成模型训练、交互动画生成方法和系统 |
| CN114170353A (zh) * | 2021-10-21 | 2022-03-11 | 北京航空航天大学 | 一种基于神经网络的多条件控制的舞蹈生成方法及系统 |
| CN114037781A (zh) * | 2021-11-12 | 2022-02-11 | 北京达佳互联信息技术有限公司 | 动画生成方法、装置、电子设备及存储介质 |
| CN115222847A (zh) * | 2022-07-15 | 2022-10-21 | 腾讯数码(深圳)有限公司 | 一种基于神经网络的动画数据生成方法、装置及相关产品 |
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| CN118429494A (zh) * | 2024-07-04 | 2024-08-02 | 深圳市谜谭动画有限公司 | 一种基于虚拟现实的动画角色生成系统及方法 |
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| WO2024012007A9 (zh) | 2024-09-06 |
| CN115222847B (zh) | 2025-12-16 |
| US20240331257A1 (en) | 2024-10-03 |
| CN115222847A (zh) | 2022-10-21 |
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