Graph-Based Compression of Deformable 3D Models for Real-Time Streaming
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Solution Overview
Problem
Current methods for compressing and streaming deformable mesh-based representations of 3D character motion in computer graphics are inefficient, leading to high data requirements and difficulty in real-time visualization, especially when capturing detailed motions like hair and clothing, due to the lack of effective compression tools.
Innovation Solution
The system generates an interconnected graph-based representation of 3D character motion by automatically identifying mesh clusters, applying spatial and temporal compression, and eliminating redundant data, allowing for lossless compression and efficient storage and processing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If deformable mesh based representation is used to capture detailed motion, then motion fidelity is improved, but data size increases
Solution Approach 1:
The deformable mesh is segmented into multiple mesh clusters that are grouped hierarchically. Each cluster represents a local region of the mesh that moves relatively independently, allowing the system to capture detailed motion patterns while reducing the overall data representation complexity through hierarchical organization.
Solution Approach 2:
The patent transforms the data representation from a flat vertex-based structure to a hierarchical tree structure with multiple levels of clustering. This dimensional transformation organizes the data in a hierarchical manner, enabling efficient compression by exploiting the hierarchical relationships between different levels of mesh clusters.
2Manufacturing precision
If high-resolution mesh data is stored and processed, then animation quality is improved, but processing power requirements increase
Solution Approach 1:
By dividing the mesh into hierarchical clusters, the system can process and render different levels of detail selectively. Coarse clusters can be processed at lower resolution while fine detail clusters are processed only where needed, reducing overall processing power requirements while maintaining animation quality.
Solution Approach 2:
The hierarchical clustering enables different levels of processing quality to be applied to different regions of the mesh. Regions with high motion complexity can be processed with higher fidelity while regions with simpler motion use coarser representation, optimizing the balance between animation quality and processing power.
3Measurement precision
If complete mesh vertex data is transmitted in real-time, then visualization quality is improved, but transmission bandwidth requirements increase
Solution Approach 1:
The patent transmits data in a hierarchical tree structure rather than as flat vertex arrays. This allows the receiving system to selectively reconstruct mesh clusters at different levels of detail based on available bandwidth and rendering requirements, enabling efficient real-time transmission while maintaining visualization quality.
Solution Approach 2:
The mesh clusters are pre-processed and organized into a hierarchical structure before transmission. This preliminary organization allows the system to efficiently encode and transmit only the essential transformation data for each cluster level, reducing transmission data volume while preserving visualization quality.
Data Source
AI summary
Systems and methods are described for performing spatial and temporal compression of deformable mesh based representations of 3D character motion allowing the visualization of high-resolution 3D character animations in real time. In a number of embodiments, the deformable mesh based representation of the 3D character motion is used to automatically generate an interconnected graph based representation of the same 3D character motion. The interconnected graph based representation can include an interconnected graph that is used to drive mesh clusters during the rendering of a 3D character animation. The interconnected graph based representation provides spatial compression of the deformable mesh based representation, and further compression can be achieved by applying temporal compression processes to the time-varying behavior of the mesh clusters. Even greater compression can be achieved by eliminating redundant data from the file format containing the interconnected graph based representation of the 3D character motion that would otherwise be repeatedly provided to a game engine during rendering, and by applying loss-less data compression to the data of the file itself.


