Planar Cloth Proxy Mesh Generation for Consistent Simulation Faces

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Solution Overview

Problem

Generating a suitable proxy mesh for high-resolution cloth models in games is labor-intensive and time-consuming, requiring skilled artistic judgment and iterative fine-tuning, and existing methods struggle to produce simulation-ready meshes with consistent face sizes and angles.

Innovation Solution

An automated pipeline for proxy mesh generation involving projection onto a fitting plane, uniform sampling, 2D signed distance field extraction, Poisson disk sampling, and Delaunay triangulation, followed by vertex weight assignment based on spatial transformation matrices, to create a low-poly mesh with optimized skinning weights.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If manual artistic judgment and iterative fine-tuning are used to generate proxy meshes, then the quality and suitability of the proxy mesh for simulation can be improved, but the time consumption and labor intensity increase significantly

Engineering Contradiction:
Improveproxy mesh qualityVSAvoidgeneration time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system performs automatic proxy mesh generation using computational algorithms including PCA-based fitting plane determination, uniform sampling, 2D signed distance field extraction, Poisson disk sampling, and Delaunay triangulation. The pipeline autonomously generates simulation-ready meshes without requiring skilled artistic intervention or iterative manual fine-tuning, thereby resolving the contradiction between quality and time consumption.

Inventive Principle:
Principle #25Self-service

2Shape

If existing methods are used to generate proxy meshes, then some basic mesh structure can be obtained, but consistent face sizes and angles suitable for simulation cannot be achieved

Engineering Contradiction:
Improveface consistencyVSAvoidgeneration process
Core Design Contradiction:
ShapeVSEase of manufacture

Solution Approach 1:

The system transforms the mesh generation process by changing key parameters through mathematical transformations: projecting visual mesh vertices onto a PCA-determined fitting plane, extracting 2D signed distance fields, applying Poisson disk sampling to ensure uniform distribution, and performing Delaunay triangulation to guarantee consistent face sizes and angles. These parameter changes produce simulation-ready meshes with consistent geometry while maintaining ease of generation through automation.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If high-resolution visual meshes are used for cloth simulation, then visual fidelity is improved, but computational performance deteriorates

Engineering Contradiction:
Improvevisual fidelityVSAvoidsimulation performance
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system creates a simplified proxy mesh copy of the high-resolution visual mesh. The proxy mesh retains the essential geometric characteristics and topology of the original visual mesh but with significantly reduced polygon count. This copy is specifically optimized for simulation purposes, allowing high visual fidelity to be maintained while achieving the computational performance needed for real-time cloth simulation.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12530858B2Auto proxy mesh generation pipeline for planar-shape cloth
Publication Date: 2026.01.20 TENCENT AMERICA LLC
  • US12530858B2 patent drawing
  • US12530858B2 patent drawing
  • US12530858B2 patent drawing

AI summary

A proxy mesh that includes a plurality of proxy vertices is generated by projecting a visual mesh that includes a plurality of visual vertices onto a fitting plane. The visual mesh is of a character model. Each of the plurality of proxy vertices indicates a respective bone of the character model. A vertex weight associated with each of the plurality of proxy vertices of the proxy mesh is determined. Each of the vertex weights indicates how much the respective proxy vertex impacts a position of a visual vertex of the plurality of visual vertices that is adjacent to the respective proxy vertex. A position of each of the plurality of visual vertices is adjusted based on the determined vertex weights of a subset of the plurality of proxy vertices that are adjacent to the respective visual vertex.