Sculpt Transfer via Matrix Alignment for 3D Meshes

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Solution Overview

Problem

The time-consuming process of creating geometric descriptions and associated sculpts for 3D models in computer animation and CGI, as animators spend several hours to days creating sculpts for models, necessitates a method for efficiently transferring sculpts between different meshes.

Innovation Solution

A method involving the determination of specific matrices (Rtr, Arp, Rpt, Rrp) to align and transform the source mesh's rest and pose states to the target mesh's corresponding states, preserving the target mesh's proportions, allowing for the transfer of sculpts across different models.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If an animator manually creates a sculpt for a model, then the sculpt accurately represents the desired animation transformation, but the process takes several hours to several days

Engineering Contradiction:
Improvesculpt accuracyVSAvoidsculpt creation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent transfers sculpts from source models to target models by copying the geometric transformation data (sculpt) rather than manually recreating it. The system identifies corresponding polygons between source and target meshes, extracts the transformation from rest state to pose in the source model, and applies this transformation to the target model, thereby copying the sculpt effect across different models.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces the manual mechanical process of sculpt creation with an automated computational system. Instead of animators manually manipulating vertices and surfaces over hours or days, the system uses polygon matching algorithms and matrix transformations to automatically compute and apply sculpts, substituting human manual work with automated image processing and mathematical computation.

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

2Productivity

If sculpts are transferred between different meshes, then the time required is significantly reduced, but the target mesh proportions must be preserved

Engineering Contradiction:
Improvesculpt transfer efficiencyVSAvoidtarget mesh proportion accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies local quality by treating each polygon pair between source and target meshes individually. The system identifies corresponding polygons and computes transformation matrices specific to each polygon pair, allowing the sculpt transfer to adapt to local geometric variations while preserving the overall target mesh proportions. This localized approach ensures that each region is transformed appropriately rather than applying a global transformation that would distort proportions.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10818059B1Sculpt transfer
Publication Date: 2020.10.27 PIXAR CORP
  • US10818059B1 patent drawing
  • US10818059B1 patent drawing
  • US10818059B1 patent drawing

AI summary

Embodiments provide for sculpt transfer. Embodiments include identifying a source polygon of a source mesh that corresponds to a target polygon of a target mesh. Embodiments include determining a first matrix defining a first rotation that aligns a target rest state of the target polygon to a source rest state of the source polygon, determining a second matrix defining a linear transformation that aligns the source rest state to a source pose of the source polygon, wherein the linear transformation comprises rotating and stretching, determining a third matrix defining a second rotation that aligns the source pose to the target rest state, and determining a fourth matrix defining a third rotation that aligns the source rest state to the source pose. Embodiments include determining a target pose of the target polygon based on the target rest state, the first matrix, the second matrix, the third matrix, and the fourth matrix.