3D Game Character Model Generation via 2D-to-3D Map Fusion
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Solution Overview
Problem
Face mapping and face fusion techniques primarily designed for two-dimensional images are ineffective in three-dimensional game environments, failing to meet real-time processing requirements and artistic visual effects, leading to unsatisfactory results in three-dimensional game character rendering.
Innovation Solution
A method and apparatus for generating a game character model by acquiring a user map from a two-dimensional user image, mapping it to an initial game character map, and fusing it with a game character grid to create a three-dimensional model, incorporating three-dimensional reconstruction, texture coordinate encoding, and skin color adjustment to achieve seamless integration of user features into the game character.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If two-dimensional face fusion algorithm is applied to three-dimensional game character rendering, then face mapping and fusion can be performed, but real-time processing requirements cannot be met due to insufficient processing speed
Solution Approach 1:
The patent transitions from two-dimensional face fusion algorithms to three-dimensional face fusion by introducing depth information and 3D coordinate systems. The solution involves mapping 2D face images to 3D game character models using 3D reconstruction techniques and 3D-3D mapping methods, enabling real-time processing in three-dimensional space while maintaining artistic visual effects.
2Reliability
If two-dimensional face fusion algorithm is applied to three-dimensional game character, then face mapping can be performed, but artistic visual effects are destroyed due to gaps between real-life images and artistic game character features
Solution Approach 1:
The patent changes the parameter space from 2D image coordinates to 3D model coordinates, introducing new parameters such as 3D vertex positions, normal vectors, and texture coordinates. The solution involves adjusting mapping parameters to accommodate artistic exaggeration in game characters, including modified face shape parameters and lighting parameters that match the artistic style rather than real-life accuracy.
3Ease of manufacture
If face positions in two different real images are directly fused, then processing is simple, but alignment of face areas at pixel positions cannot be achieved due to position bias
Solution Approach 1:
The patent introduces an intermediary 3D face model as a mediator between two different real images. The process involves 3D reconstruction of face models from multiple 2D images, establishing correspondence in 3D space, and then mapping back to 2D game character space. This intermediary 3D representation resolves alignment issues by providing a common reference frame that accounts for position bias between different source images.
Data Source
AI summary
A method and apparatus for generating a game character model, a processor, and a terminal are provided. The method includes: a user map corresponding to a two-dimensional user image to be used is acquired; the user map is mapped to an initial map of a game character to obtain a mapped map of the game character; and the mapped map and a game character grid are fused to generate a game character model. The present disclosure solves the technical problem that face mapping and face fusion provided in the related art are generally applied to two-dimensional face images but cannot be applied to a three-dimensional game environment.

