Tetrahedral Shell Generation for Deformable Object Collision

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Solution Overview

Problem

Efficient tetrahedral shell generation for deformable objects in computer-generated imagery (CGI) and computer-aided animation is challenging due to the need for frequent updates of hierarchical data structures in dynamic environments, which are computationally expensive.

Innovation Solution

A method for generating tetrahedral shells using a partial ordering of surface elements, where edges are classified as rising or falling based on simple rules, allowing for the efficient creation of valid tetrahedral orientations and ensuring a water-tight surface representation for collision detection.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If pre-computed bounding-volume hierarchies are used for collision detection, then collision detection efficiency is improved, but the system cannot handle deformable objects in dynamic environments

Engineering Contradiction:
Improvecollision detection efficiencyVSAvoidhandling deformable objects
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by transitioning from static pre-computed bounding-volume hierarchies to dynamic tetrahedral shells that can be efficiently updated as deformable objects change shape. The tetrahedral shell generation method enables real-time adaptation to dynamic geometries while maintaining collision detection performance through structured update mechanisms.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent segments the object representation into tetrahedral components that can be independently managed and updated. By dividing the complex deformable object into manageable tetrahedral elements, the system can efficiently update only the affected portions of the collision hierarchy rather than recomputing the entire structure.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If hierarchical data structures are frequently updated for deformable objects, then adaptability to dynamic environments is improved, but computational cost increases

Engineering Contradiction:
Improveupdate capability for deformable objectsVSAvoidcomputational cost
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent applies preliminary action by pre-establishing the tetrahedral shell structure and its hierarchical relationships before collision detection is needed. This preliminary structuring enables efficient updates during dynamic operations, as the tetrahedral framework is already in place and只需 requires updating vertex positions rather than reconstructing the entire hierarchy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent utilizes parameter changes by updating only the geometric parameters (vertex positions) of the tetrahedral shell rather than changing the overall hierarchical structure. This allows the system to maintain the same topological structure while adapting to dynamic shapes, significantly reducing the computational overhead of updates.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If complex algorithms are used to ensure water-tight surface representation, then surface accuracy is improved, but generation time increases

Engineering Contradiction:
Improvewater-tight surface representationVSAvoidtetrahedral shell generation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies copying by using a simplified tetrahedral approximation of the surface volume rather than computing the exact complex geometry. The tetrahedral shell copies the essential topological and geometric characteristics needed for collision detection without requiring complex algorithms to achieve perfect surface accuracy, thus reducing generation time.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent employs the principle of using simple, easily generated tetrahedral primitives that can be quickly created and updated. These tetrahedral elements are computationally inexpensive to generate compared to complex surface representations, and their simplicity allows for rapid regeneration or update if needed, making them ideal for dynamic applications.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

Data Source

PatentUS9639981B1Tetrahedral Shell Generation
Publication Date: 2017.05.02 PIXAR CORP
  • US9639981B1 patent drawing
  • US9639981B1 patent drawing
  • US9639981B1 patent drawing

AI summary

Tetrahedra can be used as primitives to represent volumetric shells because of their ease of performing geometric tests such as intersection with other geometric primitives. Each triangular face of a triangulated surface mesh can be extruded or otherwise formed into a prism, and that prism can be filled with tets (tetrahedra). An edge of a tet can be deemed to be rising if, going counterlockwise around the face, the corresponding tet-edge that splits the extruded face proceeds from the inset surface to the offset surface. To determine a valid tet orientation, each directed edge of the surface mesh is labeled as Rising or Falling (R, F). In various embodiments, one or more simple rules are used for determining whether an edge is rising or falling. In one aspect, a partial ordering of the connectivity of a surface is used in the tet generation process.