Polygon Mesh Rigging via Articulation Segments for VR Character Animation
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Solution Overview
Problem
Current virtual reality, augmented reality, and mixed reality systems face challenges in animating virtual characters, particularly in accurately transforming polygon meshes to achieve realistic movements and interactions, leading to unstable imaging and eye strain due to accommodation conflicts.
Innovation Solution
The method involves segmenting a polygon mesh into articulation segments, determining their position or orientation, and transforming associated skeleton joints to move the mesh from one pose to another, using eigen-decomposition-based principal component analysis to correlate the skeleton with the mesh segments, allowing for more realistic avatar animations and interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If traditional polygon mesh animation methods are used, then the animation process is simple, but the realism and accuracy of character movement deteriorates
Solution Approach 1:
The polygon mesh is segmented into multiple articulation segments corresponding to different body parts (limbs, torso, head). Each segment is independently transformed based on its articulation characteristics, allowing realistic movement while maintaining manageable complexity through hierarchical organization of body parts.
Solution Approach 2:
The patent introduces articulation segments as an intermediate layer between the skeleton and the full polygon mesh, adding a dimensional layer of transformation. This allows movements to be composed through multiple transformation layers (skeleton → articulation segments → polygon mesh), improving movement accuracy while organizing complexity systematically.
2Object-affected harmful factors
If accommodation conflicts occur in VR systems, then the system is simple to implement, but eye strain and user comfort deteriorates
Solution Approach 1:
The system dynamically transforms articulation segments based on skeleton movement, allowing the polygon mesh to adapt realistically to changing poses. This dynamic transformation maintains accurate depth perception and spatial relationships, reducing accommodation conflicts and eye strain while preserving imaging stability.
Solution Approach 2:
The patent changes transformation parameters for different articulation segments independently, allowing precise control over how each body part moves and deforms. This parameter-based control enables realistic movement that maintains proper spatial relationships, reducing visual discomfort while ensuring stable imaging.
Data Source
AI summary
Systems and methods for using three-dimensional scans of a physical subject to determine positions and/or orientations of skeletal joints in the rigging for a virtual character. At least one articulation segment of a polygon mesh for the virtual character may be determined. The articulation segment may include a subset of vertices in the polygon mesh. An indicator of the position or orientation of the articulation segment of the polygon mesh may be determined. Based on the indicator of the position or orientation of the articulation segment, the position or orientation of at least one joint for deforming the polygon mesh may be determined.


