3D Mesh Texture Boundary Vertex Preservation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Progressive compression methods for three-dimensional objects with textures often result in graphic artifacts due to the removal of vertices that separate adjacent polygons with different textures, leading to visual quality degradation during decompression.

Innovation Solution

The method identifies and separates polygons with different textures by replacing common vertices with new ones and creating additional edges to preserve texture information, ensuring that these vertices are not removed during simplification, thus minimizing the appearance of artifacts during decompression.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If progressive compression methods remove vertices to simplify the mesh, then the mesh size is reduced and transmission efficiency is improved, but graphical artifacts appear at boundaries between polygons with different textures

Engineering Contradiction:
Improvetransmission efficiencyVSAvoidgraphical artifacts
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The mesh is segmented into regions with uniform textures by identifying boundaries between adjacent polygons with different textures. Vertices at these boundaries are preserved, creating separate segments that maintain texture information integrity while allowing compression within each segment.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Before compression, the method preliminarily identifies and marks vertices that separate polygons with different textures. These vertices are protected from removal during the compression process, ensuring that texture boundaries are preserved and graphical artifacts are prevented.

Inventive Principle:
Principle #10Preliminary action

2Loss of information

If vertices separating polygons with different textures are removed during simplification, then compression ratio is improved, but texture information is lost and visual quality degrades

Engineering Contradiction:
Improvecompression ratioVSAvoidvisual quality
Core Design Contradiction:
Loss of informationVSManufacturing precision

Solution Approach 1:

The method introduces an intermediary classification mechanism that identifies vertices based on their role in separating different textures. This classification acts as a mediator between compression requirements and texture preservation, allowing the system to selectively protect boundary vertices while compressing other areas.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

Different vertices are treated differently based on their local context. Vertices at texture boundaries are protected from removal, while vertices in homogeneous texture regions can be removed for compression. This local differentiation preserves visual quality where needed while achieving compression where possible.

Inventive Principle:
Principle #3Local quality

3Quantity of substance

If the mesh is progressively simplified by removing vertices, then data size is reduced, but the time graphic artifacts are visible during decompression is extended

Engineering Contradiction:
Improvedata sizeVSAvoidartifact visibility duration
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The method performs preliminary identification and protection of boundary vertices before the progressive simplification process begins. By pre-marking these critical vertices, the system ensures they are preserved throughout decompression, causing artifacts to appear later in the decompression process and thus reducing their visible duration.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP3221846B1Methods for compressing and decompressing data representing a digital three-dimensional object and information-recording medium for recording information containing said data
Publication Date: 2022.02.16 INST NAT DES SCI APPLIQUEES DE LYON
  • EP3221846B1 patent drawingFigure 1~3
  • EP3221846B1 patent drawingFigure 4~8B
  • EP3221846B1 patent drawingFigure 9~11

AI summary

The invention relates to a method for compressing data representing a digital three-dimensional object, comprising: acquiring a three-dimensional object comprising a mesh formed from a plurality of polygons (12, 14), and a texture atlas of the polygons of the mesh, and simplifying the mesh by deletion of vertices, which deletes polygons and replaces same with new polygons having a broader face; and wherein, before the deletion of the vertices, the method comprises: identifying first (12) and second (14) adjacent polygons with different textures in the mesh, then splitting the first (B) and second (C) shared vertices by creating third (B') and fourth (C') vertices.