Virtual Avatar Mesh Matching With Error-Based Deformation

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Solution Overview

Problem

Existing systems struggle to efficiently match base meshes to target meshes for virtual avatars, particularly in regions of higher error, leading to inaccurate animation and resource-intensive processes.

Innovation Solution

A system that automatically matches a base mesh to a target mesh using rigid transformations in regions of higher error and non-rigid deformations in regions of lower error, iteratively refining the match until an error tolerance is met.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If rigid transformations are applied in regions of higher error, then matching precision is improved, but computational complexity increases

Engineering Contradiction:
Improvemesh matching precisionVSAvoidtransformation process complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent applies different transformation strategies to different regions of the mesh based on error levels. Regions of higher error undergo rigid transformations while regions of lower error undergo non-rigid deformations, optimizing both precision and computational efficiency through localized quality adjustment.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The mesh is divided into multiple regions based on error levels, with distinct transformation approaches applied to each segment. This segmentation allows the system to focus computational resources on critical areas while simplifying processing in less critical regions.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If non-rigid deformations are applied in regions of lower error, then mesh conformity is improved, but processing time increases

Engineering Contradiction:
Improvemesh conformityVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

Non-rigid deformations are selectively applied only to regions of lower error where they provide necessary conformity adjustments, while rigid transformations handle regions of higher error more efficiently. This localized application optimizes the balance between conformity and processing time.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system applies the minimum necessary non-rigid deformation required to achieve acceptable conformity in low-error regions, avoiding excessive processing while maintaining sufficient mesh quality.

Inventive Principle:
Principle #16Partial or excessive action

3Manufacturing precision

If iterative transformation process is used, then matching accuracy is improved, but computational resources consumed increases

Engineering Contradiction:
Improvematching accuracyVSAvoidcomputational resources
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The iterative process uses error measurements as feedback to determine when sufficient accuracy has been achieved. The system continues iterations only until the error tolerance threshold is met, preventing unnecessary computational resource consumption while maintaining matching accuracy.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The iterative transformation process applies transformations only to the extent necessary to achieve the error tolerance threshold, avoiding excessive iterations that would consume additional computational resources without providing meaningful accuracy improvements.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250333140A1Matching meshes for virtual avatars
Publication Date: 2025.10.30 MAGIC LEAP INC
  • US20250333140A1 patent drawing
  • US20250333140A1 patent drawing
  • US20250333140A1 patent drawing

AI summary

A method for matching a base mesh to a target mesh incudes obtaining base and target meshes; matching the base mesh to the target mesh by: determining distance differences between at least some of the vertices of the base mesh relative to the target mesh; identifying a set of vertices in the base mesh that have distance differences above a first threshold; applying a rigid transformation to the set of vertices in the base mesh to reduce the distance differences of the vertices in the set of vertices and to produce a first transformed base mesh; and applying a non-rigid deformation to the set of vertices in the first transformed base mesh to further reduce the distance differences of the vertices in the set of vertices and to produce a second transformed base mesh; and providing a blendshape based at least on the second transformed base mesh.