Multi-UV Mesh Mapping for Efficient 3D Texture Encoding

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Solution Overview

Problem

Existing 3D mesh texturing methods, such as those in the glTF format, suffer from data duplication and require client applications to determine vertex texture coordinates, leading to inefficiencies in handling multiple UV coordinates.

Innovation Solution

The proposed solution introduces an extension to the glTF format called 'MPEG_primitive_multiuv' that allows for the storage of multiple UV sets, using properties like 'uvSets', 'indices', and 'coords' to efficiently manage and encode multiple texture coordinates for each vertex, thereby optimizing texture application on 3D meshes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple UV coordinates are stored using existing formats like glTF, then texture mapping capability is improved, but data duplication increases and processing complexity worsens

Engineering Contradiction:
Improvetexture mapping capabilityVSAvoiddata duplication
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent merges multiple UV coordinate sets into a unified data structure where shared vertices reference the same UV coordinates. Instead of storing separate UV data for each texture, the system combines them into a single coordinated system that reduces redundancy while maintaining the ability to apply multiple textures through the combined UV mapping.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The unified UV coordinate system serves multiple functions simultaneously - it supports multiple texture mappings, handles shared vertices across different UV spaces, and provides a standardized interface for texture application. This multi-functional approach eliminates the need for separate storage mechanisms for each texture's UV coordinates.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple UV coordinates are stored using existing formats like glTF, then texture mapping capability is improved, but client application complexity worsens

Engineering Contradiction:
Improvetexture mapping capabilityVSAvoidclient application complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The unified UV coordinate system is self-describing and self-contained, providing all necessary information for texture mapping within the data structure itself. The system automatically handles the coordination between multiple UV spaces and vertices, eliminating the need for client applications to implement complex logic for determining and managing multiple UV coordinates.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If multiple UV coordinates are stored using existing formats like glTF, then texture mapping capability is improved, but encoding efficiency worsens

Engineering Contradiction:
Improvetexture mapping capabilityVSAvoidencoding efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent segments the UV coordinate data into distinct, organized components within the unified structure - separating vertex indices from UV coordinate values and organizing them by texture set. This segmentation allows for efficient encoding by enabling independent optimization of each component and reducing the overall encoding complexity compared to storing all UV data in a monolithic format.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentEP4704036A1Multiple UV coordinates for scene description
Publication Date: 2026.03.04 INTERDIGITAL CE PATENT HOLDINGS SAS
  • EP4704036A1 patent drawingFigure 1
  • EP4704036A1 patent drawingFigure 2
  • EP4704036A1 patent drawingFigure 3

AI summary

In a scene decoding method according to some embodiments, a first list is obtained that includes a first index for each vertex of each face in a mesh. A second list is obtained that includes, for each value of the first indices, a respective first set of coordinates of a first corresponding point in a first UV space. Based on the first list and the second list, a first mapping is determined of each of the vertices of each face in the mesh to at least one of the first sets of coordinates in the first UV space. The mesh is rendered using the first mapping to apply a first texture to the mesh.