3D Shadow Mesh Generation via Convex Hull Segmentation

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Solution Overview

Problem

Modern computing devices, including embedded systems, face challenges in efficiently generating realistic shadows in 3D graphics due to high computational complexity, leading to increased power consumption and battery life loss.

Innovation Solution

A method and system for generating shadows in 3D graphics that involve identifying polygons, generating convex and soft shadow meshes, and applying shadow textures to depict ground shadows, which reduces computational complexity and power consumption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional shadow generation techniques (ray casting, shadow maps, shadow volumes) are used in modern 3D graphics, then realistic shadow effects are achieved, but computational complexity increases significantly

Engineering Contradiction:
Improveshadow rendering accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent segments the shadow rendering process into distinct computational stages: (1) identifying base polygons and their vertices, (2) generating convex hulls for each base polygon, (3) creating shadow meshes from the convex hulls, and (4) applying shadow textures. This segmentation allows each stage to be optimized independently and processed efficiently on mobile hardware, reducing overall computational complexity while maintaining shadow rendering accuracy.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If conventional shadow generation techniques are used to produce realistic shadows, then shadow quality is improved, but power consumption increases

Engineering Contradiction:
Improveshadow rendering accuracyVSAvoidpower consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent extracts and utilizes the convex hull property of shadow-casting objects to simplify the shadow generation process. By identifying that shadows are naturally formed by the convex hull of base polygons, the method eliminates complex ray casting or shadow volume calculations, thereby reducing computational load and power consumption while preserving realistic shadow effects.

Inventive Principle:
Principle #2Taking out (Extraction)

3Measurement precision

If conventional shadow generation techniques are used, then realistic shadows are produced, but processing time increases

Engineering Contradiction:
Improveshadow rendering accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent performs preliminary actions by pre-identifying base polygons and their vertices, and pre-generating convex hulls before actual shadow rendering. This preliminary processing organizes the geometric data in advance, allowing the shadow mesh generation and texture application to proceed efficiently during rendering, thereby reducing overall processing time while maintaining shadow accuracy.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10380791B2System and method for generation of shadow effects in three-dimensional graphics
Publication Date: 2019.08.13 ROBERT BOSCH GMBH
  • US10380791B2 patent drawing
  • US10380791B2 patent drawing
  • US10380791B2 patent drawing

AI summary

Methods for generating ground shadow and lighting effects for three-dimensional models include identifying polygon data for a three-dimensional model, generating a convex polygon around a base of the model, generating hard and soft shadow meshes in and around the base of the model, and rendering the model with the shadow meshes with a display device. Methods for generating wall shadows and lighting effects for the three dimensional models further include identifying an orientation and height of a polygon in the model that extends from a ground surface in a virtual environment, and rendering the model with a lighting texture applied to either the full polygon if the polygon height is less than a threshold height or to only a portion of the polygon below the threshold height if the polygon exceeds the threshold height.