3D Mesh Skin Weight Smoothing for Clipping-Free Deformation
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Solution Overview
Problem
Manual assignment of skin weights in 3D mesh models for virtual objects leads to errors such as clothing clipping and deformation, resulting in poor skinning processing effects.
Innovation Solution
A method involving merging polygons in a 3D mesh model, utilizing a half-edge data structure to identify collinear vertex paths, and performing smoothing processing on initial skin weights to obtain updated weights, followed by skinning processing to improve the skinning effect.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual assignment of skin weights is performed based on art technician experience, then the skinning processing can be completed, but errors occur such as clothing clipping and deformation leading to poor skinning processing effect
Solution Approach 1:
The system performs self-service by automatically calculating and optimizing skin weights through the computer-implemented method. The algorithm independently processes the 3D model, identifies collinear vertex paths, and computes optimal skin weights without requiring manual art technician intervention, thereby eliminating human error and achieving consistent, accurate results.
Solution Approach 2:
The patent replaces the manual mechanical process of art technicians assigning skin weights with an automated computational system. The method uses computer algorithms to traverse half-edge data structures, identify collinear paths, and calculate skin weights mathematically, substituting human cognitive judgment with precise computational logic to improve accuracy.
2Productivity
If manual skin weight assignment is used, then the process can be completed, but it consumes significant time and resources
Solution Approach 1:
The system performs self-service by automatically calculating and optimizing skin weights through the computer-implemented method. The algorithm independently processes the 3D model, identifies collinear vertex paths, and computes optimal skin weights without requiring manual art technician intervention, thereby eliminating human error and achieving consistent, accurate results.
Solution Approach 2:
The patent replaces the manual mechanical process of art technicians assigning skin weights with an automated computational system. The method uses computer algorithms to traverse half-edge data structures, identify collinear paths, and calculate skin weights mathematically, substituting human cognitive judgment with precise computational logic to improve accuracy.
3Manufacturing precision
If skin weights are manually adjusted to improve smoothness, then the skinning effect may be improved, but the complexity of the processing increases
Solution Approach 1:
The patent segments the skin weight optimization process into distinct computational steps: traversing the half-edge data structure, identifying collinear vertex paths, calculating optimal weights along each path, and combining results. This segmentation transforms a complex global optimization problem into manageable local operations along linear paths, reducing overall processing complexity while maintaining smoothness.
Solution Approach 2:
The method applies local quality optimization by focusing skin weight smoothing on specific collinear vertex paths rather than uniformly processing the entire mesh. By identifying and optimizing only the relevant linear paths where skin weight discontinuities occur, the system achieves smoothness improvements without unnecessarily increasing global processing complexity.
Data Source
AI summary
In a data processing method, a three-dimensional (3D) mesh model corresponding to a virtual object is obtained. Initial skin weights corresponding to model vertices in the 3D mesh model are obtained. Pairs of first type polygons in the 3D mesh model are merged into second type polygons to obtain a candidate mesh model. Each pair has a shared edge. A half-edge data structure corresponding to the candidate mesh model is obtained. Half edges in the half-edge data structure are traversed to obtain at least one collinear vertex path. Smoothing processing is performed on the initial skin weights corresponding to the model vertices in the at least one collinear vertex path based on a path direction of the at least one collinear vertex path in the half-edge data structure to obtain updated skin weights. Skinning processing is performed on the virtual object based on the updated skin weights.


