Avatar Garment Collision Resolution via Vertex Displacement

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Solution Overview

Problem

Existing methods for adapting digital garments to avatars are complex, time-consuming, and often result in unrealistic fits, particularly when the avatar's morphology changes significantly, such as in the case of a pregnant woman, and require a known reference body or physics-based simulations.

Innovation Solution

A computer-implemented method using skinning and skeletal animation techniques to automatically adjust garment vertices along displacement directions, resolving collisions by iteratively displacing vertices to avoid internal collisions while maintaining a realistic appearance, without the need for user intervention or additional information beyond skin weight coefficients.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If physics-based simulation methods are used to adapt garments to avatars, then the realism of garment fit is improved, but the computational complexity and processing time increase significantly

Engineering Contradiction:
Improvegarment fit realismVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The garment mesh is segmented into multiple triangular faces, and collision detection is performed face-by-face rather than on the entire garment at once. This segmentation allows the complex adaptation problem to be broken down into simpler, more manageable sub-problems that can be solved efficiently through iterative processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The method performs preliminary collision detection between garment faces and avatar skin before final garment placement. By identifying potential collisions in advance and resolving them through iterative displacement, the system prevents unrealistic intersections while maintaining computational efficiency compared to full physics simulations.

Inventive Principle:
Principle #10Preliminary action

2Device complexity

If reference body methods are used to transfer garments, then the adaptation process is simplified, but the method becomes slow and requires a known reference body

Engineering Contradiction:
Improvemethod simplicityVSAvoidprocessing speed
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The garment adaptation system performs self-adjustment through automatic collision detection and resolution. The garment mesh automatically detects intersections with the avatar skin and displaces its own vertices to resolve collisions, eliminating the need for manual reference body selection or complex transfer processes while maintaining reasonable processing speed.

Inventive Principle:
Principle #25Self-service

3Productivity

If existing garment models are directly applied to avatars without adaptation, then the process is fast and simple, but collisions occur where garment parts are situated inside the avatar body

Engineering Contradiction:
Improveadaptation speedVSAvoidgarment placement accuracy
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The method replaces complex physics-based mechanical simulation with a geometric collision detection and resolution system. By using mathematical algorithms to detect face-skin intersections and compute displacement directions, the system achieves reliable garment placement without the computational overhead of physics engines.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The collision resolution process operates in three-dimensional space by computing displacement vectors for garment vertices along the normal directions of colliding faces. This 3D geometric approach allows the system to resolve intersections efficiently while maintaining visual realism, avoiding the need for simplified 2D representations.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentEP3029635B1Computer-implemented method for designing an avatar with at least one garment
Publication Date: 2019.11.13 DASSAULT SYSTEMES SA
  • EP3029635B1 patent drawingFigure 1~2A
  • EP3029635B1 patent drawingFigure 2B~2C
  • EP3029635B1 patent drawingFigure 2D~3C

AI summary

A computer-implemented method for designing an avatar with at least one garment, the method comprising the steps of: S1) providing a digital model of an avatar comprising a skeleton (SN) and a skin (SK) covering the skeleton; S2) providing a digital model of a garment (GT) comprising a mesh having a plurality of vertex (vg1 - vg7) connected by edges defining faces, each vertex being associated to at least one bone (B1, B2) of the skeleton of the avatar through a respective weighting coefficient; S3) associating a displacement direction (dd1 - dd7) to each vertex of the garment, said displacement direction depending on the skeleton and on said weighting coefficients; and S4)detecting collisions between the skin of the avatar and the garment and, whenever a collision is detected, displacing a vertex of the garment away from the skeleton of the avatar along said displacement direction. A computer program product, a computer-readable data storage means and a Computer Aided Design system for carrying out such a method, and an avatar wearing at least one garment, suitable to be designed by such a method.