Blend Shape Texture Coordinate Blending for 3D Morphing

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Solution Overview

Problem

Current blend shape systems in 3D graphics rendering fail to maintain consistent texel density as 3D models morph, leading to unwanted distortions such as stretching and blurriness, which negatively impact the realism of virtual reality experiences.

Innovation Solution

A method that updates UV values for vertices in a blend shape model by calculating UV delta values and combining them with base UV values using weight values, ensuring consistent graphics application across the model's surface as it transitions between shapes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the vertices of the polygons are moved relative to one another to create target shapes, then the blend shape can morph between different expressions, but the texel density decreases and the graphics become stretched and distorted

Engineering Contradiction:
Improvemorphing capabilityVSAvoidtexel density consistency
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent segments the texture coordinate update process by calculating UV delta values for each vertex independently. Each vertex's UV coordinates are updated based on its positional change, allowing localized texture coordinate adjustments that maintain overall texture consistency across the morphing model.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent changes the UV coordinate parameters dynamically during morphing by calculating delta values based on vertex position changes. The UV coordinates are updated using the formula: new UV = base UV + (UV delta × weight), where the weight controls the morphing progress. This parameter adjustment maintains texel density consistency throughout the transformation.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If separate textures are assigned to each polygon without U-V assignment, then pixel swimming and blurring are avoided, but the system complexity increases and manual correction is still required

Engineering Contradiction:
Improvetexture consistencyVSAvoidtexture management complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system performs self-service by automatically calculating and updating UV coordinates for each vertex based on its positional delta. The patent implements an automated pipeline where UV deltas are computed from position changes and applied during morphing, eliminating the need for manual texture correction while maintaining consistency across all polygons.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent creates a universal UV update mechanism that works across all polygons and vertices in the model. The same UV delta calculation and application process is used throughout the entire mesh, providing a unified solution that handles texture coordination consistently regardless of the specific polygon or region being morphed.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Ease of manufacture

If U-V values are not updated as the 3-D model is altered, then the texture application process is simple, but the graphics become distorted and unrealistic

Engineering Contradiction:
Improvetexture application simplicityVSAvoidgraphics realism
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent performs preliminary action by pre-calculating UV delta values for each vertex during the model creation or loading phase. These UV deltas are stored alongside the vertex position data, so that when morphing occurs, the UV coordinates can be quickly updated using the pre-computed deltas and the current weight value, maintaining both simplicity and realism.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10275925B2Blend shape system with texture coordinate blending
Publication Date: 2019.04.30 SONY INTERACTIVE ENTERTAINMENT LLC
  • US10275925B2 patent drawing
  • US10275925B2 patent drawing
  • US10275925B2 patent drawing

AI summary

A blend shape method and system that modifies the U-V values associated with vertices in blend shapes constructed in a 3-D blend shape combination system. The blend shape method determines the U-V coordinates associated with each vertex in a base shape and the U-V coordinates associated with corresponding vertices in one or more driving shapes. The method calculates U-V delta values that are associated with vertices in the driving shape. The method multiplies the U-V delta values by a weight value associated with the driving shape to determine a transitional U-V delta value for each vertex. The transitional U-V delta value for each vertex is added to the U-V coordinates for the corresponding vertex in the base shape to determine the modified U-V coordinates for the resulting blend shape. Multiple driving shapes may be used with each shape contributing to the modified U-V values according to its relative weight.