Deformable Polygon Mesh for User-Centric 3D Body Model

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Solution Overview

Problem

Current virtual reality systems lack the ability to provide direct and natural interaction between users and virtual environments, as they rely on simple two-dimensional displays and fail to simulate realistic user experiences due to limitations in interaction and visualization.

Innovation Solution

A method and apparatus for creating and controlling a user-centric virtual reality interactive human body model, which involves generating a 3D default model based on user data, applying skin texture maps, and using a deformable polygon mesh structure for natural motion visualization, allowing users to interact with virtual environments in a more realistic manner.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If a 3D model is created based on user data with skin texture maps and deformable polygon mesh structure, then the degree of coincidence with the user's actual body is improved, but the complexity of the system increases

Engineering Contradiction:
Improvedegree of coincidenceVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system pre-collects and stores user body measurement data, skin texture maps, and anatomical information in advance. When creating a 3D model, it retrieves these pre-prepared data elements and combines them using automated algorithms, eliminating the need for complex real-time scanning and modeling procedures.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates accurate copies of the user's body by mapping their actual measurements, skin textures, and anatomical features onto a standardized 3D human model framework. This copying approach achieves high fidelity without requiring complex procedural generation or real-time scanning infrastructure.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If the system collects and processes multiple types of user data (body measurements, skin texture maps, hand images) to create a personalized 3D model, then the user-centric interaction is improved, but the time required for model creation increases

Engineering Contradiction:
Improveuser-centric interactionVSAvoidmodel creation time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system collects and processes user data in advance, storing body measurements, skin texture maps, and anatomical information in pre-processed formats. When model creation is needed, it retrieves these pre-prepared data elements and combines them using automated algorithms, eliminating the need for complex real-time processing.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system employs automated algorithms that self-configure the 3D model by automatically matching user data to appropriate model parameters, selecting suitable skin texture maps, and adjusting anatomical features without requiring manual intervention or complex user input during the creation process.

Inventive Principle:
Principle #25Self-service

3Device complexity

If conventional 2D display systems are used for virtual reality interaction, then the system complexity is reduced, but the ability to provide direct and natural interaction is worsened

Engineering Contradiction:
Improvesystem complexityVSAvoidinteraction naturalness
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The system transitions from 2D display interfaces to immersive 3D virtual environments where users interact with three-dimensional models of themselves and objects. This dimensional transformation enables natural hand-based interactions and spatial awareness, allowing users to manipulate virtual objects as if they were physically present.

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

Solution Approach 2:

The system replaces traditional mechanical input devices (keyboards, mice, controllers) with direct hand-based interaction in virtual space. Users can naturally grasp, manipulate, and interact with virtual objects using their actual hand movements, eliminating the need for intermediary control mechanisms.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS7460125B2Apparatus and method for immediately creating and controlling virtual reality interactive human body model for user-centric interface
Publication Date: 2008.12.02 ELECTRONICS & TELECOMM RES INST
  • US7460125B2 patent drawing
  • US7460125B2 patent drawing
  • US7460125B2 patent drawing

AI summary

Provided is an apparatus and method for immediately creating and controlling a virtual reality interactive human body model for a user-centric interface. The apparatus and method can transform a whole body three-dimensional (3D) default model into a model close to the body of a user by collecting data from the user's hands, generates a user coincident 3D model by selecting a skin texture map and applying it to the transformed model, and controlling the user coincident 3D model in a deformable polygon mesh structure to naturally visualize the motion of the user coincident 3D model. The apparatus and method can make users participate in a virtual reality system conveniently and work naturally in the same manner as reality, i.e., interaction. The apparatus and method provides ordinary users with an easy access to virtual reality systems and overcomes the shortcomings of existing virtual reality systems which simply provide visual effects.