Object Deformation Modeling via Primitive Mapping

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Solution Overview

Problem

Conventional methods for modeling object deformations in computer graphics are impractical due to high processing overhead and mathematical complexity, making it difficult for artists to achieve realistic and artistic control over object deformation in virtual scenes.

Innovation Solution

A computer-implemented deformation system that uses a mapping module to transform object geometric data into an n-dimensional deformation space based on primitive deformations, allowing artists to intuitively model object deformations in real-time through an artist interface, even without expertise in computational mathematics.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If rigorous mathematical simulation is used to model object deformations, then realism and accuracy of deformation are improved, but processing overhead and computational complexity increase significantly

Engineering Contradiction:
Improvedeformation modeling accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent segments the complex deformation modeling process into distinct components: collision detection, primitive deformation selection, and parameter interpolation. By dividing the problem into manageable segments, the system achieves accurate deformation results without requiring full rigorous mathematical simulation, thus reducing computational complexity while maintaining manufacturing precision.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system changes parameters by using pre-defined primitive deformations with adjustable parameters instead of solving complex differential equations. Artists can control deformation by adjusting simple parameters like intensity and timing rather than dealing with complex mathematical models, maintaining accuracy while reducing the computational burden.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If rigorous mathematical simulation is used to model object deformations, then realism and accuracy of deformation are improved, but time required for calculation increases

Engineering Contradiction:
Improvedeformation modeling accuracyVSAvoidcalculation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies preliminary action by pre-calculating and storing primitive deformations in a library before they are needed. When deformation is required, the system retrieves pre-computed primitives and combines them through simple parameter interpolation rather than performing complex calculations in real-time, thus maintaining accuracy while significantly reducing calculation time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses copying by retrieving pre-computed deformation primitives from a library and replicating them with modified parameters. Instead of recalculating complex deformations each time, the system copies proven deformation patterns and adjusts them to fit specific scenarios, maintaining realism while reducing computational time.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If rigorous mathematical simulation is used to model object deformations, then deformation accuracy is improved, but ease of operation for artists deteriorates

Engineering Contradiction:
Improvedeformation modeling accuracyVSAvoidartist control
Core Design Contradiction:
Manufacturing precisionVSEase of operation

Solution Approach 1:

The patent introduces an intermediary layer between the artist and the complex mathematical simulation. The system provides a user-friendly interface with pre-defined primitive deformations that artists can select and adjust through simple parameters. This intermediary abstraction shields artists from mathematical complexity while maintaining access to accurate deformation results through the underlying rigorous simulation engine.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system enables artists to work with copied, simplified representations of complex deformations. By providing a library of pre-computed primitive deformations that can be copied and adjusted with simple parameters, the system makes deformation modeling accessible to artists without requiring them to understand or manipulate complex mathematical models, thus improving ease of operation while maintaining accuracy.

Inventive Principle:
Principle #26Copying

4Productivity

If conventional deformation modeling approaches are used, then processing overhead is reduced, but artistic control and realism are compromised

Engineering Contradiction:
Improveprocessing efficiencyVSAvoiddeformation realism
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system maintains processing efficiency by using parameter-based control of pre-defined primitive deformations rather than full mathematical simulation. Artists can achieve realistic results by adjusting parameters like intensity, timing, and combination of primitives, which provides both artistic control and realism while keeping processing overhead low compared to rigorous simulation of all deformation scenarios.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent applies composite materials by combining multiple simple primitive deformations to create complex realistic deformation effects. Instead of using a single complex simulation model, the system composes final deformations from multiple simpler primitives, each with low computational cost, achieving realistic composite effects while maintaining processing efficiency.

Inventive Principle:
Principle #40Composite materials

Data Source

PatentUS9799146B2Object deformation modeling
Publication Date: 2017.10.24 DISNEY ENTERPRISES INC
  • US9799146B2 patent drawing
  • US9799146B2 patent drawing
  • US9799146B2 patent drawing

AI summary

There are provided systems and methods for performing object deformation modeling. One example system includes a hardware processor, a system memory, and a contact-based deformation modeling software stored in the system memory. The hardware processor is configured to execute the contact-based deformation modeling software to receive a first object geometric data corresponding to a first virtual object and a second object geometric data corresponding to at least a second virtual object, and to transform the first object geometric data by an n-dimensional mapping onto an object deformation space determined based on n primitive deformations. The hardware processor is also configured to execute the contact-based deformation modeling software to model a deformation of the first virtual object due to contact with at least the second virtual object, based on the n-dimensional mapping and a definition of direction for an object-to-object contact force.