Dual UV Engine Seam Artifact Reduction
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Solution Overview
Problem
Existing techniques for texture mapping in 3D graphics rendering often result in visually apparent seam artifacts when UV pieces abut, disrupting the visual continuity and realism of rendered images.
Innovation Solution
The method involves computing a second UV set that minimizes seam overlap with the first UV set, either by generating a dual UV set where seams minimally intersect or by augmenting UV pieces to create overlapping regions, allowing shaders to weight and blend samples based on distance from seams to reduce artifacts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If UV pieces are arranged to cover the 3D model surface, then the model can be rendered with texture details, but seam artifacts appear where UV pieces abut, breaking visual continuity
Solution Approach 1:
The patent applies segmentation by dividing the UV parameterization into multiple overlapping UV sets, where each UV set covers different regions of the 3D model surface. By segmenting the texture mapping into multiple overlapping regions rather than using a single continuous UV mapping, the patent enables selective blending to hide seams, thus resolving the contradiction between achieving complete surface coverage and avoiding visible seam artifacts.
Solution Approach 2:
The patent introduces an additional dimension by creating overlapping UV sets that extend beyond the standard single UV mapping approach. Instead of arranging UV pieces in a single 2D layout, the patent uses multiple UV sets with overlapping regions, adding a layer of redundancy that allows seamless blending between different UV piece regions, thereby eliminating visual discontinuities while maintaining complete surface coverage.
2Object-affected harmful factors
If texel overscanning is used to blend boundary texels, then seam artifacts are reduced, but interference appears between unconnected object pieces and color definition becomes unclear
Solution Approach 1:
The patent implements feedback by using blending weights that are calculated based on the distance from seam locations and the overlap between UV sets. This feedback mechanism dynamically adjusts the contribution of each UV set to the final rendered color, ensuring that regions closer to seams are blended more heavily while maintaining accurate color definition. The system continuously adapts the blending based on geometric relationships, preventing both seam artifacts and unwanted interference between unconnected pieces.
Solution Approach 2:
The patent applies local quality by using different blending strategies for different regions of the model. In regions where UV sets overlap, the patent applies weighted blending based on local geometric properties and distance to seams. This localized approach ensures that blending is applied precisely where needed to hide seams, while unconnected pieces maintain their distinct boundaries without unwanted interference, thus resolving the contradiction between seam reduction and texture accuracy.
3Object-affected harmful factors
If multiple UV sets are computed and applied during rendering, then seam artifacts are minimized, but the rendering process complexity increases
Solution Approach 1:
The patent applies preliminary action by pre-computing the multiple UV sets and determining their overlap relationships before the actual rendering process. The UV sets are generated and stored in advance, with their blending weights and overlap regions pre-calculated based on the 3D model geometry. This preliminary preparation significantly reduces the computational complexity during runtime rendering, as the system only needs to perform simple weighted blending operations rather than complex real-time UV calculations, thus resolving the contradiction between seam artifact reduction and rendering complexity.
Data Source
AI summary
Embodiments of the present invention include techniques for reducing artifacts in rendered images. In one embodiment, a dual UV engine generates a dual of the graph defined by an initial UV set associated with a 3D model. The dual UV engine then uses existing flattening and layout engines to generate a dual UV set from this dual graph. Using the dual graph to define the dual UV set ensures that the seams corresponding to the initial UV set and the dual UV set minimally intersect.


