Mesh Simplification Preserving Hand Details via Curvature Analysis
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Solution Overview
Problem
Simplifying meshes for AR/VR content can result in visual artifacts, particularly in detailed regions like hands, due to loss of resolution and incorrect identification of features, which affects realism and accuracy across different skin tones and textures.
Innovation Solution
A method that identifies candidate finger vertices based on discrete curvature, grows patches from seed vertices, and deprioritizes these patches for mesh simplification to preserve detail in hands, using a computing device with a processor and memory to execute instructions for generating a smoothed mesh and applying texture.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If mesh simplification is applied to reduce vertices, edges and faces, then memory occupation and processing time are reduced, but resolution of detailed regions and visual quality deteriorate
Solution Approach 1:
The patent applies local quality by computing discrete curvature values for each vertex and using these values to identify and preserve high-curvature regions (such as finger tips and edges) during mesh simplification. The curvature thresholding approach ensures that regions with high geometric detail maintain their resolution while other areas can be simplified, thus resolving the contradiction between overall mesh simplification and preservation of detailed regions.
2Quantity of substance
If mesh simplification is applied to decrease the number of vertices, edges and faces, then memory occupation is reduced, but visual artifacts are introduced in detailed regions
Solution Approach 1:
The patent uses local curvature analysis to identify regions that are prone to visual artifacts during simplification. By calculating discrete curvature at each vertex and comparing it against a threshold, the method selectively preserves high-curvature regions (such as finger tips, knuckles, and edges) from simplification operations, thereby preventing the introduction of visual artifacts in these critical areas while still allowing simplification in low-curvature regions.
Solution Approach 2:
The patent performs preliminary curvature computation and vertex classification before the actual mesh simplification process. By pre-identifying high-curvature vertices and marking them for preservation, the method ensures that these regions are protected from simplification operations that would otherwise introduce visual artifacts. This preliminary action allows the simplification algorithm to proceed efficiently while maintaining visual quality in critical regions.
3Productivity
If general mesh simplification is applied, then processing efficiency is improved, but accuracy in identifying hand features across different skin tones and textures deteriorates
Solution Approach 1:
The patent replaces traditional computer vision and machine learning approaches (which process images and detect hand features) with a direct geometric processing approach on the mesh data. By computing discrete curvature values directly from the mesh geometry, the method achieves accurate identification of hand features such as finger tips and edges without relying on image processing that may fail across different skin tones and textures. This substitution maintains processing efficiency while improving measurement precision.
Data Source
AI summary
An initial mesh is received comprising a hand of a subject. The initial mesh includes a plurality of vertices. A smoothed mesh is generated, and a discrete curvature of the smoothed mesh is determined for each vertex. One or more candidate finger vertices are identified based upon a determination that the discrete curvature for each of the one or more candidate vertices is greater than or equal to a threshold curvature. One or more seed vertices are identified from among the one or more candidate finger vertices based upon a determination that the discrete curvature for one or more other vertices within a neighborhood of each seed vertex is greater than or equal to the threshold curvature. Dilation is performed on the one or more seed vertices to grow one or more patches from the one or more seed vertices. The one or more patches are deprioritized for mesh simplification.


