3D Geometry Sculpting with Offset Interpolation

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Solution Overview

Problem

Current 3D animation tools struggle to efficiently generate and manipulate three-dimensional virtual geometry, requiring manual correction and being tedious in accounting for all shape changes, leading to a need for an efficient tool to create desired geometry.

Innovation Solution

A computer-implemented method for progressively sculpting 3D virtual geometry by receiving user-defined sets, digitally sculpting, and storing fixes as (time, offsets) pairs, with scatter-data interpolation to generate smooth transitions and render animations, using a model-view-controller architecture and offset manipulation tools.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If manual manipulation of geometry is used to correct shapes, then desired artistic goals can be met, but the process becomes tedious and time-consuming

Engineering Contradiction:
Improveshape accuracyVSAvoidcorrection time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system pre-computes deformation caches for character rigs and simulations before animation playback. These caches contain pre-calculated deformation data that can be quickly applied during rendering, eliminating the need for real-time manual correction and significantly reducing the time required to achieve desired shape accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates virtual copies of deformation data through caching mechanisms. Instead of manually manipulating geometry for each frame, the system generates deformation caches that serve as reusable templates, allowing rapid replication of complex shape transformations across multiple frames and scenarios.

Inventive Principle:
Principle #26Copying

2Productivity

If algorithmic tools are used to generate shapes, then productivity is improved, but the tools cannot account for all conceivable shape changes

Engineering Contradiction:
Improveshape generation efficiencyVSAvoidshape change flexibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system dynamically switches between algorithmic deformation methods and cached deformation data based on the specific requirements of each scenario. For common shape changes, pre-computed caches provide rapid results, while the system can still handle unique or unexpected deformations by accessing stored deformation examples, thus maintaining both efficiency and adaptability.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system varies parameters such as deformation magnitude, direction, and timing to generate diverse shape changes from a finite set of cached deformations. By adjusting these parameters, the system can adapt pre-computed deformation data to create a wide variety of shape transformations, enhancing versatility without sacrificing productivity.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If more deformation data is stored for better shape control, then manufacturing precision improves, but device complexity increases

Engineering Contradiction:
Improvegeometry control accuracyVSAvoiddata storage requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system extracts only the essential deformation data needed for specific character rigs and scenarios, storing them as targeted caches rather than maintaining comprehensive deformation databases. This selective extraction approach provides sufficient geometry control accuracy while minimizing storage requirements and system complexity.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system divides deformation data into separate, scenario-specific caches organized by character rig, body part, and deformation type. This segmentation allows the system to load and manage only the relevant deformation data for each specific animation scenario, reducing overall complexity while maintaining high precision where needed.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9792723B2Method and system for progressively sculpting three-dimensional geometry
Publication Date: 2017.10.17 DISNEY ENTERPRISES INC
  • US9792723B2 patent drawing
  • US9792723B2 patent drawing
  • US9792723B2 patent drawing

AI summary

The disclosure provides an approach for progressively sculpting three-dimensional (3D) geometry. In one configuration, a sculpting application receives time-based sculpts and stores the sculpted changes from the original geometry, referred to herein as “offsets,” in “fixes” which include (time, offsets) pairs, with the offsets being defined in relation to a reference frame. Each fix may further be associated with a “set” which includes portions of the geometry that are managed together. The sculpting application automatically provides smooth transitions between sculpts by applying scatter-data interpolation to interpolate the offsets of successive fixes, thereby generating new offsets for frames in between user-provided fixes. Further, the user may modify an envelope curve for a set to scale offsets, including offsets in fixes and those automatically generated through interpolation. In addition, tools are disclosed herein that permit a user to manipulate offsets, as opposed to manipulating the geometry itself.