3D Model Data Structure Reducing Vertex Redundancy
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Solution Overview
Problem
Conventional methods of describing three-dimensional object surfaces using textured meshes are inefficient due to redundant data and insufficient memory loading processes, leading to increased processing time and load.
Innovation Solution
A method of generating and processing 3D models using shape data and texture data, where the data structure includes reference tables defining mesh vertex-texture vertex combinations, reducing redundancy by describing each combination only once and using combination numbers to indirectly specify mesh and texture coordinates, thereby optimizing data expression and rendering efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If conventional methods describe each mesh vertex and texture vertex separately with full coordinate data, then the data is complete and accurate, but the data size increases and processing efficiency decreases
Solution Approach 1:
The patent combines mesh vertex data and texture vertex data into a unified vertex buffer, where each vertex contains both geometric coordinates (XYZ) and texture coordinates (UV). This merging eliminates redundant separate data structures and reduces overall data size while maintaining complete information for rendering.
Solution Approach 2:
The unified vertex structure serves multiple functions simultaneously: it defines both the geometric shape of the mesh and the texture mapping coordinates. Each vertex record contains both position information and texture coordinate information, making the data structure multi-functional and eliminating the need for separate vertex definitions.
2Manufacturing precision
If the 3D model data structure includes detailed vertex coordinate information for both shape and texture, then rendering accuracy is maintained, but memory loading time increases
Solution Approach 1:
By merging shape vertex coordinates and texture vertex coordinates into a single unified vertex buffer, the patent reduces the total number of data records that need to be loaded into memory. This consolidation maintains all necessary rendering information while decreasing the overall data volume and loading time.
3Ease of manufacture
If separate data structures are used for mesh vertices and texture vertices, then data organization is simple and straightforward, but data redundancy increases
Solution Approach 1:
The patent merges separate mesh vertex structures and texture vertex structures into a single unified vertex buffer. Each vertex in this buffer contains both geometric coordinates and texture coordinates, eliminating the redundancy of having separate vertex definitions while maintaining clear data organization through a consistent unified structure.
Data Source
AI summary
An information generating apparatus generates a 3D model expressing a three-dimensional object by using shape data indicating a shape of an object and texture data representing a texture to be assigned to a surface of the shape and containing first information describing a first constituent element contained in the shape data, second information describing a combination of the first constituent element and a second constituent element of the texture assigned in association with the first constituent element, third information describing, by using a value indicating the combination, a shape of each face of the three-dimensional object and a texture to be assigned, and fourth information describing a second constituent element contained in the texture data. The third information describes at least the first constituent element by using a value different from a coordinate value of a vertex of the shape.


