Real-time Mesh Deformation via Ray Intersection

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Solution Overview

Problem

Existing computer animation systems fail to provide real-time, frame-independent collision deformation of characters, leading to computational inefficiencies and unrealistic 'popping' effects due to sudden vertex position changes.

Innovation Solution

The system determines deformation positions of a mesh's vertices based on the intersection points of a collision object with rays connecting vertices to internal stable points, using an inflated boundary for smooth falloff and applying bulge operators to maintain volume preservation, allowing for real-time deformation without full simulations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If full simulation methods are used to calculate collision deformation, then deformation accuracy is improved, but computational time and system load increase significantly

Engineering Contradiction:
Improvedeformation accuracyVSAvoidcomputational time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent segments the collision deformation calculation into two distinct parts: (1) calculating inward deformation of vertices using ray-surface intersection with the collision object, and (2) calculating outward bulge of surrounding vertices based on the inward deformation magnitudes. This segmentation allows each part to be computed efficiently independently, avoiding the need for full-scale simulations while maintaining accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary calculation of the collision surface (inflated boundary) before the actual collision detection. By pre-computing the collision surface that accounts for volume preservation, the system avoids repeated complex calculations during real-time collision response, significantly reducing computational time while maintaining deformation accuracy.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If traditional deformation methods are used, then computational load is reduced, but frame coherence deteriorates due to popping artifacts

Engineering Contradiction:
Improvecomputation efficiencyVSAvoidframe coherence
Core Design Contradiction:
ProductivityVSStability of the object's composition

Solution Approach 1:

The patent ensures continuous deformation by calculating vertex positions based on the collision object's current position rather than discrete frame updates. The ray-surface intersection method continuously tracks vertex positions as the collision object moves, and the bulge calculation continuously adjusts surrounding vertices, eliminating sudden position changes and popping artifacts between frames.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The patent implements feedback by using the calculated inward deformation of each vertex to determine the bulge magnitude of surrounding vertices. The system continuously monitors collision depth and uses this information to adjust both inward deformation and outward bulge in real-time, ensuring smooth transitions and frame coherence without requiring heavy computational resources.

Inventive Principle:
Principle #23Feedback

3Speed

If collision deformation is calculated in real-time, then interaction responsiveness is improved, but volume preservation accuracy may deteriorate

Engineering Contradiction:
Improveresponse speedVSAvoidvolume preservation accuracy
Core Design Contradiction:
SpeedVSManufacturing precision

Solution Approach 1:

The patent introduces an intermediate collision surface (inflated boundary) that acts as a mediator between the collision object and the character mesh. This intermediate surface is designed to automatically preserve volume by offsetting the collision object's surface outward, allowing real-time calculation while maintaining accurate volume preservation without requiring complex constraints or iterative solving.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10803660B2Real-time collision deformation
Publication Date: 2020.10.13 DREAMWORKS ANIMATION LLC
  • US10803660B2 patent drawing
  • US10803660B2 patent drawing
  • US10803660B2 patent drawing

AI summary

Systems and methods deforming a mesh of a target object in real-time in response to a collision with a collision object are disclosed. An embodiment includes determining an inwardly deformed position of a first vertex of the mesh based on an intersection point of a boundary associated with the collision object with a ray, the ray connecting a point of an internal element of the target object with a reference position of the first vertex, wherein the inwardly deformed position of the first vertex corresponds to a first deformation magnitude of the first vertex from the reference position to the inwardly deformed position.