Sony · Filed Apr 15, 2025 · Published Oct 15, 2026

Sony Files Patent for Turning Ordinary Video Clips Into Detailed 3D Animation

A cartoon face smiling in an ordinary video could end up driving a highly detailed 3D face, with no artist tracing it by hand. That is the pitch of a new Sony patent application.

Facial expressions from video frames transferred onto detailed digital heads to animate characters realistically. Drawing from patent filing US 2026/0320891 A1.
Facial expressions from video frames transferred onto detailed digital heads to animate characters realistically.
See all 31 drawings from this filing ↓
Publication number US 2026/0320891 A1 US20260320891A1
Applicant Sony Interactive Entertainment Inc.
Filing date Apr 15, 2025
Publication date Oct 15, 2026
Inventors Chockalingam Ravi Sundaram
US classification 345/473
Examiner SZE, BRIANA (Art Unit 2614)
Status when we published Waiting for an examiner (Feb 9, 2026)
Document 20 claims

What Sony's video-to-3D animation patent does

You've filmed a short clip of someone smiling, then frowning, and you want a richly detailed 3D character to do the same thing. Today, that usually means artists tracking points on the face frame by frame and fitting them to a 3D model by hand. It is slow, and it is expensive.

Sony's patent application describes a three-step automatic version. First, the system builds a rough, low-detail 3D model that copies the motion in your video. Second, it figures out which parts of that rough model match which parts of a high-detail 3D model, like eyes to eyes and mouth to mouth. Third, it passes the movement across, so the detailed model performs the same moves.

The filing says this can run without human help. It also names uses like turning hand-drawn cartoons into 3D and 2D game cutscenes into 3D scenes.

From the filing · THE ABSTRACT
… reconstructing high-fidelity three-dimensional (“3D”) animations from two-dimensional (“2D”) videos …

Translation: Turning standard flat video clips into detailed three-dimensional character models.

How Sony maps a rough 3D model onto a detailed one

The claims cover a pipeline with three stages. It starts with a source video, a sequence of frames showing some motion. The system turns that into a source animation: a series of poses of a low-detail 3D mesh (a 3D shape built from connected points, edges and small flat faces).

The filing describes the stages this way:

  • Shape reconstruction: a neural network (a trained pattern-recognition program) reads each frame and outputs a list of numbers describing shape, pose and, for faces, expression. Those numbers adjust a 3D parametric model (an adjustable template) to produce the rough mesh.
  • Feature matching: the system renders both the rough and the detailed mesh as ordinary 2D images, uses a second network to pair up features like eyes and chin, then maps those pairs back onto the 3D shapes (called inverse rasterizing).
  • Deformation transfer: a math technique called optimal transport (a way of computing the best match between two sets of points) carries the motion from the rough mesh onto the detailed one, guided by the matched features.

The detour through 2D images is deliberate. The filing says matching in 3D is harder and has little training data, while 2D matching has plenty. Matching is typically a one-time job for each pair of meshes, so a live video stream can be converted frame by frame, faster than the video plays.

From the filing · CLAIM 1
… processing the source animation, in accordance with the set of three-dimensional paired correspondences, to generate a target animation comprising a sequence of states of the three-dimensional target mesh performing the motion sequence …

Translation: Mapping the movement from a basic 3D shape onto a much more detailed 3D model.

What this could mean for cartoons and game cutscenes

If this works as described, the cost of making a detailed 3D character move like a real person, or like a cartoon, could drop sharply. The filing lists hand-drawn classic cartoons converted to 3D, old 2D game cutscenes rebuilt with free camera angles, and phone videos turned into animation.

Sony Interactive Entertainment is the PlayStation maker, so game cutscenes are the obvious fit. The filing also mentions turning older 2D content into depth-aware scenes for virtual and augmented reality. Keep in mind this is a patent application, and nothing in it says a product is coming or shows how well the method performs.

Sony's 21st filing in the AI simulation space we've tracked since May builds on earlier applications like one adjusting graphics to your actions and one tailoring games to your taste.

Editorial take

The big trade here is extra detail in exchange for a middleman. Everything the final animation does is copied from a rough, low-detail model first, so any mistake that rough model makes in reading your video gets carried onto the beautiful one. A bad guess about a half-hidden mouth becomes a twitchy, high-resolution mouth.

Matching through flat images is a clever shortcut, and it adds steps: render, match, then map back to 3D. The filing also admits a single view can hide features, so it repeats the process from several angles (front, back, top, bottom, left and right). That is more work, but it runs once per character pair, so the cost looks cheap.

Nothing in the filing's text shows how well it performs. Even so, the trade reads as worth it for studios sitting on piles of footage, because the alternative the filing describes is artists tracking points by hand, frame after frame.

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The drawings

31 drawing sheets from US 2026/0320891 A1 · click any drawing to enlarge

Animation transfer steps, drawing sheet 1 from US 2026/0320891 A1
Sheet 1 Animation transfer steps
Converting video faces to 3D, drawing sheet 2 from US 2026/0320891 A1
Sheet 2 Converting video faces to 3D
Source digital face mesh, drawing sheet 3 from US 2026/0320891 A1
Sheet 3 Source digital face mesh
Side views of source mesh, drawing sheet 4 from US 2026/0320891 A1
Sheet 4 Side views of source mesh
Target character face model, drawing sheet 5 from US 2026/0320891 A1
Sheet 5 Target character face model
Target character side views, drawing sheet 6 from US 2026/0320891 A1
Sheet 6 Target character side views
Detailed animation transfer steps, drawing sheet 7 from US 2026/0320891 A1
Sheet 7 Detailed animation transfer steps
High level transfer workflow, drawing sheet 8 from US 2026/0320891 A1
Sheet 8 High level transfer workflow
Show the other 23 sheets
Sony Files Patent for Turning Ordinary Video Clips Into Detailed 3D Animation patent drawing, sheet 9
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Sony Files Patent for Turning Ordinary Video Clips Into Detailed 3D Animation patent drawing, sheet 10
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Sony Files Patent for Turning Ordinary Video Clips Into Detailed 3D Animation patent drawing, sheet 30
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Sony Files Patent for Turning Ordinary Video Clips Into Detailed 3D Animation patent drawing, sheet 31
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Browse all the drawings 31 drawing sheets
Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.
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