Tessellated Mesh Serialization for Accurate Detail Rendering

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Solution Overview

Problem

Existing methods for storing and rendering three-dimensional object details, such as color and geometry, in meshes are inefficient, costly, and prone to distortion, especially in clinical applications where accurate and real-time rendering is required.

Innovation Solution

Tessellate the mesh to generate vertices, serialize these vertices, calculate and store values for each vertex, and use tessellation parameters to efficiently store and render accurate color and geometric information without increasing file size.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If a higher resolution mesh is used to store more information, then the detail accuracy is improved, but the file size increases

Engineering Contradiction:
Improvedetail accuracyVSAvoidfile size
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The mesh is divided into multiple patches, and each patch is processed independently through tessellation. This segmentation allows the system to store information efficiently by only processing and storing data for visible patches, reducing overall file size while maintaining detail accuracy where needed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system uses dynamic tessellation where the level of detail is adjusted based on view distance and importance. Patches closer to the camera or marked as important receive higher tessellation levels for greater detail, while distant patches use lower levels, creating a dynamic balance between accuracy and file size.

Inventive Principle:
Principle #15Dynamics

2Productivity

If tessellation is used to add detail dynamically, then the rendering speed is improved, but the complexity of the system increases

Engineering Contradiction:
Improverendering speedVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

Tessellation parameters and importance values are pre-calculated and stored with the mesh data before rendering. During rendering, the system only needs to apply these pre-computed parameters rather than calculating them in real-time, which maintains rendering speed while managing system complexity through preparation work done beforehand.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary layer of tessellation parameters and importance values that mediate between the base mesh and the final rendered output. This intermediary structure simplifies the rendering process by providing pre-processed guidance information, reducing the computational complexity during actual rendering while enabling dynamic detail adjustment.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Loss of information

If more vertices are added to represent details, then the information accuracy is improved, but the computational cost increases

Engineering Contradiction:
Improveinformation accuracyVSAvoidcomputational cost
Core Design Contradiction:
Loss of informationVSUse of energy by moving object

Solution Approach 1:

The system applies different levels of information accuracy to different regions of the mesh based on their importance values and distance from the camera. Critical areas such as dental features receive high-resolution tessellation with accurate information, while less important areas use lower resolution, optimizing the balance between information accuracy and computational cost.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system changes the tessellation parameters dynamically based on patch importance and view conditions. By adjusting the tessellation level parameter rather than uniformly increasing vertex count across the entire mesh, the system achieves high information accuracy where needed while minimizing overall computational cost through parameter optimization.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250285379A1Storage, rendering, and display of information of meshes through tessellation with serialized values
Publication Date: 2025.09.11 3SHAPE AS
  • US20250285379A1 patent drawing
  • US20250285379A1 patent drawing
  • US20250285379A1 patent drawing

AI summary

Disclosed is a method of storing information in a mesh, including tessellating a plurality of input patches of the mesh, serializing vertices of the tessellated input patches, calculating a value for each vertex, serializing the values according to the serialization of the vertices; and storing the serialized values.