Planar Cloth Proxy Mesh Generation for Uniform 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 technical expertise 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 that includes projecting a visual mesh onto a fitting plane, performing uniform sampling and signed distance field analysis, extracting 2D isolines, simplifying line segment loops, generating Poisson disk samples, and applying Delaunay triangulation to create a proxy mesh with optimized vertex weights.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual mesh creation methods are used, then mesh quality and customization can be achieved, but the process is labor-intensive and time-consuming
Solution Approach 1:
The system enables automatic proxy mesh generation from visual meshes through algorithmic processing. The pipeline autonomously performs mesh simplification, proxy vertex generation, and skinning weight computation without requiring manual intervention, thereby resolving the contradiction between mesh quality and creation time by making the system self-sufficient
Solution Approach 2:
The patent replaces manual mechanical mesh creation processes with automated computational algorithms. The system uses algorithmic mesh simplification, Poisson disk sampling, and automatic skinning weight calculation to substitute human-operated manual modeling, achieving both high quality and efficiency
2Productivity
If existing automated methods are used, then speed can be improved, but they struggle to produce simulation-ready meshes with consistent face sizes and angles
Solution Approach 1:
The patent applies local quality control by ensuring that proxy mesh faces maintain consistent sizes and angles in different regions of the mesh. The algorithm adjusts local geometry during the proxy generation process to achieve uniform face properties throughout the entire mesh, resolving the contradiction between speed and precision
Solution Approach 2:
The system changes geometric parameters during automatic mesh generation to achieve consistent face sizes and angles. By adjusting parameters such as proxy vertex positioning and triangle formation criteria, the system maintains uniform face properties while operating automatically at high speed
3Manufacturing precision
If high-resolution visual meshes are used, then visual fidelity is improved, but computational costs increase
Solution Approach 1:
The patent segments the mesh processing into two distinct levels: high-resolution visual meshes for rendering and low-resolution proxy meshes for simulation. This segmentation allows the system to maintain visual fidelity at high resolution while using computationally efficient low-resolution meshes for physics calculations, thereby resolving the contradiction between visual quality and computational cost
Solution Approach 2:
The system creates a simplified copy (proxy mesh) of the high-resolution visual mesh. The proxy mesh replicates the essential geometric features and topology of the original mesh at reduced resolution, enabling efficient simulation while preserving visual fidelity through the mapping relationship between the two mesh levels
Data Source
AI summary
A proxy mesh is generated according to a fitting plane of a plurality of visual vertices in a visual mesh of an object worn by a character model. The proxy mesh includes a plurality of proxy vertices, each of the plurality of visual vertices associated with one or more proxy vertices in the plurality of proxy vertices. For at least a first visual vertex in the plurality of visual vertices, first one or more vertex weights are determined respectively for first one or more proxy vertices in the plurality of proxy vertices. The first one or more vertex weights are determined based on distances of the first visual vertex to the first one or more proxy vertices. A position of the first visual vertex is adjusted based on the first one or more vertex weights and positions of the first one or more proxy vertices.


