Soft-Body Mesh Mapping for Low-Distortion Cloth Rendering

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Solution Overview

Problem

Conventional methods for rendering complex soft-body objects, such as multilayer clothes, suffer from poor rendering effects and distortion due to the limitations in mapping relationships between physical and graphic mesh models.

Innovation Solution

A method involving the use of different precision mesh models, where a first physical mesh model with lower precision is mapped to a first graphic mesh model with higher precision, establishing vertex-face and vertex-vertex relationships to generate model mapping information, which is then used to transform and render the soft-body object.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If a conventional mapping relationship between physical mesh model and graphic mesh model is used, then the rendering process is simple, but the rendering effects are poor and there is rendering distortion

Engineering Contradiction:
Improverendering precisionVSAvoidmapping relationship complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent segments the mesh model mapping process into two distinct types: vertex-to-face mapping for first-type mesh regions and vertex-to-vertex mapping for second-type mesh regions. This segmentation allows each region to use the most appropriate mapping method, improving overall rendering precision while managing complexity through structured classification.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different mapping strategies to different regions of the mesh model based on their specific characteristics. First-type regions use vertex-to-face mapping while second-type regions use vertex-to-vertex mapping, ensuring that each local area receives the optimal mapping approach for its geometric complexity and topological properties.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If a high-precision graphic mesh model is used, then the rendering quality is improved, but the mapping relationship with the physical mesh model becomes more complex

Engineering Contradiction:
Improvegraphic mesh precisionVSAvoidmapping relationship complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent divides the graphic mesh model into first-type and second-type mesh regions, allowing high precision to be maintained in both regions while using different mapping approaches appropriate to each region's characteristics, thus managing the complexity of the mapping relationship.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies vertex-to-vertex mapping only to second-type mesh regions where it is most beneficial, rather than uniformly across the entire model. This partial application optimizes the balance between precision and computational complexity.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If a single mapping method is used for all mesh regions, then the processing is simpler, but the rendering distortion increases

Engineering Contradiction:
Improvemapping process simplicityVSAvoidrendering accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent segments the mesh model into first-type and second-type regions, each processed with an appropriate mapping method. This segmentation maintains relative simplicity in the processing workflow while significantly reducing rendering distortion through region-specific optimization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different mapping qualities to different regions: vertex-to-face mapping for first-type regions and vertex-to-vertex mapping for second-type regions. This local differentiation eliminates rendering distortion in each region while keeping the overall process manageable through clear classification.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250342676A1Soft-Body Object Rendering
Publication Date: 2025.11.06 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250342676A1 patent drawing
  • US20250342676A1 patent drawing
  • US20250342676A1 patent drawing

AI summary

Soft-body object rendering techniques are described herein. The techniques may include obtaining a first physical mesh model and a first graphic mesh model of a soft-body object in a preset first form, precision of the first physical mesh model being less than precision of the first graphic mesh model; identifying a rendering vertex in a first-type mesh region of the first graphic mesh model as a first rendering vertex, determining a mapping face corresponding to the first rendering vertex from faces of the first physical mesh model, and determining relative location information between the first rendering vertex and the mapping face; identifying a rendering vertex in a second-type mesh region of the first graphic mesh model as a second rendering vertex, determining a mapping physical vertex corresponding to the second rendering vertex from physical vertexes in the first physical mesh model, and determining relative location information between the second rendering vertex and the corresponding mapping physical vertex, complexity of the second-type mesh region being higher than complexity of the first-type mesh region; generating, based on each piece of relative location information, model mapping information corresponding to the soft-body object; and transforming, when rendering the soft-body object, the first graphic mesh model based on the model mapping information and transformation of the first physical mesh model, and rendering the soft-body object by using a transformed first graphic mesh model.