3D Mosaic Rendering with Curvature-Based Normal Mapping

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Solution Overview

Problem

Conventional mosaic rendering technologies are limited to two-dimensional representations and cannot effectively replicate the three-dimensional effect or crinkled effect of paper when textures overlap, as they fail to capture the cubic effect and curvature of actual paper.

Innovation Solution

A system and method for mosaic rendering of 3D models that utilize polygon information to create textures, mapping them onto the 3D model, allowing for a realistic 3D effect and crinkled paper effect by varying normal vector lengths and using curvature information to express volume, with Tiny and quality textures that overlap to replicate the torn and crinkled effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If conventional two-dimensional mosaic rendering is used, then the process is simple and fast, but the 3D effect and crinkled paper effect cannot be replicated

Engineering Contradiction:
Improverealism of paper effectVSAvoidrendering system complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent transitions from two-dimensional mosaic rendering to three-dimensional rendering by introducing depth information through normal vectors. Each pixel's normal vector is adjusted based on curvature calculations, adding the third dimension (z-axis) to the traditionally flat mosaic image. This enables the replication of 3D effects and crinkled paper textures that were impossible in 2D.

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

Solution Approach 2:

The patent applies curvature information to modify normal vectors in the rendering process. By calculating curvature at each pixel location and using it to adjust the normal vector direction and magnitude, the system creates realistic crinkled paper effects and volumetric appearance. The curvature-based normal mapping technique simulates the uneven surface of crinkled paper without requiring actual 3D geometry.

Inventive Principle:
Principle #14Spheroidality (Curvature)

2Manufacturing precision

If textures are mapped without considering curvature information, then the mapping process is simple, but the crinkled effect of actual paper cannot be replicated

Engineering Contradiction:
Improvecrinkled effect replicationVSAvoidtexture mapping complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent applies local quality by varying normal vector properties based on local curvature characteristics. Instead of using a uniform normal vector across the entire image, the system calculates curvature-specific normal vectors for each pixel or small region. This local adaptation of normal vector direction and magnitude creates realistic crinkled effects that match the local surface geometry, while keeping flat regions visually smooth.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent changes parameters (normal vector direction and magnitude) based on curvature information. By dynamically adjusting normal vector parameters according to calculated curvature values at different image locations, the system creates varying surface appearances that replicate crinkled paper effects. The normal vector parameters are modified locally to match the underlying curvature, producing realistic 3D paper texture effects.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If 3D mosaic rendering with curvature information is used, then realistic 3D effect and crinkled paper effect are achieved, but the rendering complexity increases

Engineering Contradiction:
Improve3D effect and paper texture realismVSAvoidrendering process complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent performs preliminary action by pre-calculating curvature information and normal vector adjustments before the final rendering step. The curvature map and modified normal vectors are computed in advance and stored, then used during rendering without requiring complex real-time calculations. This preprocessing approach separates the computationally intensive curvature analysis from the rendering process, reducing overall system complexity while maintaining high visual fidelity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS7609275B2System and method for mosaic rendering of three dimensional image
Publication Date: 2009.10.27 ELECTRONICS & TELECOMM RES INST
  • US7609275B2 patent drawing
  • US7609275B2 patent drawing
  • US7609275B2 patent drawing

AI summary

A system and method for a mosaic rendering of a 3D model is provided. Textures are created using polygon information related to a vertex of each face of an inputted 3D model, a normal, and a face index, and the textures are one-to-one mapped on respective polygons of the 3D model, using a geometrical structure of the 3D mode, thereby rendering a mosaic image showing a volume and a crinkled effect of paper.