Scattering Points on Creature Mesh Using Repulsion Forces

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Solution Overview

Problem

Computer animators face challenges in manually placing a large number of items such as feathers, hairs, or fur on a three-dimensional creature surface to achieve a realistic, uniformly distributed, and arbitrary pattern, which is time-consuming and often results in undesired placement.

Innovation Solution

A computer-implemented method that uses a target mesh with a density map and a scattering function based on repulsion forces to programmatically distribute application points across the surface, ensuring a uniform or semi-uniform distribution of items like feathers or hairs on a three-dimensional creature.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If an animator manually places each item (feathers, hairs, fur) on the creature surface, then the placement can be precisely controlled, but the process becomes extremely time-consuming and tedious

Engineering Contradiction:
Improveplacement precisionVSAvoidtime consumption
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system uses procedural generation with repulsion forces that automatically distribute items across the surface without human intervention. The algorithm self-organizes the placement by simulating physical repulsion between items, eliminating the need for manual positioning while maintaining realistic distribution patterns.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces the manual mechanical process of placing each item individually with a computational physics-based system. Repulsion forces are simulated to automatically position items, substituting human hand-placement with algorithmic force-based distribution that achieves similar or better results more efficiently.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Productivity

If a computer-driven automated method places items in a uniform grid pattern, then the placement is efficient and automated, but the result lacks realism and does not follow natural density variations

Engineering Contradiction:
Improveautomation efficiencyVSAvoidrealism quality
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system dynamically adjusts the repulsion force parameters based on local density requirements. By varying the strength and range of repulsion forces across different regions of the surface, the algorithm achieves non-uniform distribution patterns that reflect natural density variations while maintaining automated efficiency.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The placement system transitions from static grid patterns to dynamic force-based distribution. The repulsion forces are applied iteratively, allowing items to naturally settle into positions that reflect both automated efficiency and naturalistic variation, creating realistic density patterns without manual intervention.

Inventive Principle:
Principle #15Dynamics

3Quantity of substance

If more items are placed on the surface to increase detail, then the visual realism improves, but the computational complexity and processing requirements increase significantly

Engineering Contradiction:
Improvenumber of itemsVSAvoidcomputational complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The surface is divided into regions where repulsion forces are locally applied. This segmentation allows the computational complexity to be distributed across multiple independent calculations, enabling the placement of many items without proportionally increasing overall system complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies repulsion forces only to neighboring items within a certain distance threshold, rather than calculating interactions between all pairs of items. This partial action approach allows for placing a large number of items while keeping computational complexity manageable by ignoring distant interactions.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11710270B2Method for scattering points in a uniform arbitrary distribution across a target mesh for a computer animated creature
Publication Date: 2023.07.25 UNITY TECH SF
  • US11710270B2 patent drawing
  • US11710270B2 patent drawing
  • US11710270B2 patent drawing

AI summary

A programmatic arbitrary distribution of items in a modeling system may be provided. To perform the distribution, a surface may be received, and a point count of application points associated with locations on the surface may be determined. A density map may be applied over the surface to assign a density to portions of the surface for the point count. Application points are then assigned to locations on the surface according to the density map and a scattering function of the point count, where the scattering function is based on one or more repulsion forces between neighboring points. The one or more repulsion forces are treated as pushing each of the neighboring point apart. Thereafter, the surface may be provided having the application points scattered across the surface based on the one or more repulsion forces.