Sharp Tessellation for 3D Object Rendering

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Solution Overview

Problem

Conventional graphics systems using tessellation with displacement maps struggle to accurately and efficiently render detailed displacement features on complex 3D objects, often resulting in geometric aliasing, inefficient resource utilization, and visual artifacts due to limitations in reproducing sharp features and handling non-smooth surfaces.

Innovation Solution

The system modifies vertex positions during tessellation to align with discontinuities indicated by a sharpness map, using a sharpness map to encode discontinuities on a per-texel basis, allowing for accurate preservation of sharp features without geometric aliasing, and efficiently rendering 3D objects with detailed surface features using a single-pass GPU pipeline.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If conventional tessellation with displacement maps is used, then 3D objects can be rendered with detailed surface features, but geometric aliasing and visual artifacts occur that prevent accurate reproduction of sharp features

Engineering Contradiction:
Improveaccuracy of sharp featuresVSAvoidgeometric aliasing
Core Design Contradiction:
Manufacturing precisionVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary classification of surface points into smooth and non-smooth categories before tessellation. By identifying non-smooth points (edges, corners, discontinuities) in advance and storing their positions in a buffer, the system prepares the geometry data structure to handle sharp features appropriately during the tessellation process, preventing geometric aliasing before it occurs

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies different tessellation strategies to different regions of the 3D object based on local surface properties. Smooth regions use conventional displacement mapping, while non-smooth regions (identified by gradient thresholding) use specialized handling that preserves sharp edges. This localized approach allows accurate reproduction of sharp features without compromising overall rendering efficiency

Inventive Principle:
Principle #3Local quality

2Productivity

If conventional tessellation approaches are used, then 3D objects can be rendered, but computational resources and memory are inefficiently utilized

Engineering Contradiction:
Improverendering efficiencyVSAvoidcomputational resource usage
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system segments the surface geometry into smooth and non-smooth regions, processing each type differently. By classifying points and separating their handling in the graphics pipeline, the system avoids applying computationally expensive sharp feature preservation techniques to all surfaces, instead only to where needed, thereby reducing overall computational resource consumption

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies full sharp feature preservation processing only to non-smooth regions rather than uniformly across the entire model. By using gradient-based classification to identify only the necessary regions, the system performs partial processing that is sufficient for accuracy where needed while avoiding wasted computational effort on smooth regions

Inventive Principle:
Principle #16Partial or excessive action

3Speed

If conventional tessellation with displacement maps is used, then 3D objects can be rendered in real-time, but interpolation filtering techniques smooth out sharp features resulting in visual artifacts

Engineering Contradiction:
Improvereal-time rendering speedVSAvoidsharpness of surface features
Core Design Contradiction:
SpeedVSManufacturing precision

Solution Approach 1:

The system applies different filtering approaches to different regions: conventional interpolation filtering for smooth regions and no filtering (or edge-preserving filtering) for non-smooth regions identified by gradient analysis. This localized filtering strategy maintains real-time rendering performance while preserving sharp features where they exist

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system performs preliminary identification and classification of sharp features before the filtering stage. By marking non-smooth points in advance during the geometry processing stage, the system can skip or modify interpolation filtering for these regions, preserving sharpness without requiring expensive post-processing or ray marching algorithms

Inventive Principle:
Principle #10Preliminary action

4Manufacturing precision

If ray marching algorithms are used to compute exact visible points, then visual accuracy of sharp features is improved, but computational cost increases significantly compared to geometry-based approaches

Engineering Contradiction:
Improvevisual accuracyVSAvoidcomputational cost
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The system segments the rendering approach by using geometry-based tessellation for smooth regions and supplementing with sharp feature preservation only where needed. This hybrid approach achieves visual accuracy comparable to ray marching for sharp features while maintaining the computational efficiency of geometry-based rendering for the majority of the scene

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system creates a simplified representation of sharp features through buffer-stored position data and gradient classification, rather than computing exact visible points through expensive ray marching. This copied geometric information is sufficient for preserving sharp features visually while avoiding the computational cost of physics-based rendering

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11842443B2Rendering three-dimensional objects utilizing sharp tessellation
Publication Date: 2023.12.12 ADOBE INC
  • US11842443B2 patent drawing
  • US11842443B2 patent drawing
  • US11842443B2 patent drawing

AI summary

The disclosure describes one or more embodiments of systems, methods, and non-transitory computer-readable media that modify vertex positions of a 3D-object mesh to align the vertices with discontinuities indicated by a sharpness map for a displacement map. For example, the disclosed systems access a sharpness map that encodes discontinuities of a displacement map to preserve sharp features. During sharp tessellation, for a given vertex of the 3D-object mesh, the disclosed systems iterate over neighboring vertices to search for a nearest intersection between one of the incident edges of the vertex and neighboring vertices and a discontinuity line from the sharpness map. Then, the vertex is moved within a threshold distance of the nearest discontinuity line intersection along the incident edge. The disclosed systems similarly reposition other vertices of the 3D-object mesh to generate a modified 3D-object mesh that includes vertices that align with discontinuities present in a displacement map.