Object Deformation via Polyhedron Apex Vector Decomposition
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Solution Overview
Problem
Existing object manipulation techniques, such as skeleton animation and GUI-based hand finger detection, face challenges in reducing arithmetic processing load and achieving stable deformation and smooth manipulation of objects on moving images, due to complex coordinate system calculations and low joint constraint forces.
Innovation Solution
The method involves setting a polyhedron with a given point as the center, dividing the space using vectors, discriminating the apex location, storing decomposition coefficients, and deforming the object based on deformation manipulation, which reduces the need for weighted orthogonal coordinate system calculations and eliminates the need for joint consideration, allowing for stable deformation and manipulation of objects on moving images.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If skeleton animation with skinning is used to represent characters in a real manner, then the expression realism is improved, but the arithmetic processing complexity increases due to weighted addition of orthogonal coordinate systems and definition of joint elasticities
Solution Approach 1:
The patent divides the object into multiple apexes (vertices) that can be independently manipulated. Each apex is controlled by its own transformation matrix, allowing localized deformation without complex global coordinate system transformations. This segmentation approach reduces arithmetic complexity while maintaining realistic expression.
Solution Approach 2:
The patent changes the representation parameters from traditional skeleton bone coordinate systems to a polyhedron-based apex transformation system. Instead of using weighted addition of orthogonal coordinate systems, the invention uses direct transformation matrices applied to apexes, significantly reducing the arithmetic processing required while achieving similar or better deformation results.
2Manufacturing precision
If physically modeling bones with coordinate systems and joint elasticities is used, then the deformation accuracy is improved, but the joint constraint force becomes insufficient and instability occurs due to small number of links
Solution Approach 1:
The patent segments the object into multiple apexes connected through a polyhedron structure with transformation matrices. This creates a more robust deformation model where each apex can be independently controlled, providing better constraint stability compared to traditional bone-link models with few links.
Solution Approach 2:
The patent implements dynamic transformation matrices that can adaptively adjust the deformation of each apex based on input manipulation data. This dynamic approach allows the system to maintain stability during deformation by adjusting transformation parameters in real-time, overcoming the limitations of static bone models with fixed joint constraints.
3Ease of operation
If GUI member is displayed on hand finger part image as still image, then the GUI operation functionality is improved, but the smooth manipulation following hand movement on moving images becomes difficult
Solution Approach 1:
The patent applies dynamic transformation matrices to the displayed object that update in synchronization with hand movement detection. Instead of treating the object as a static still image, the system continuously adjusts the object's position and deformation based on real-time hand gesture data, enabling smooth manipulation following on moving images while maintaining full GUI operation functionality.
Data Source
AI summary
In an object (OB) manipulation method of manipulating an object (OB) displayed on a display apparatus for deformation, a control apparatus configured to control the display apparatus executes a step of setting a polyhedron (POL) with a given point (P0) in the object (OB) being a center; a step of dividing a space inside the polyhedron (POL) by a vector going from the center (P0) of the polyhedron (POL) to apexes (P1 through P12) of the polyhedron (POL); a step of discriminating in which of the divided spaces an apex of the object (OB) is included; a step of storing a decomposition coefficient of the apex (POB) of the object (OB) by three vectors making up the space including the apex (POB) of the object (OB); and a step of deforming the object (OB) in accordance with the deformation manipulation acted on the polyhedron (POL) and displaying the deformed object (OB).


