Texture Transfer in Mesh Simplification via Point Cloud Projection

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Solution Overview

Problem

Simplifying textured polygonal meshes while maintaining high-quality texture filtering is challenging due to UV discontinuities and the need for independent unwrapping and texture regeneration, especially in multi-resolution content applications like photogrammetric reconstruction, where aggressive simplification is required without preserving the original UV parametrization.

Innovation Solution

A method that converts a high-resolution textured mesh to a coloured point cloud, spatially sorts and projects these points onto a simplified mesh, and applies a high-quality resampling filter to generate a simplified texture, allowing for independent parametrization and reducing artifacts like Moiré and blurring.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the original UV parametrization is preserved during mesh simplification, then the texture mapping remains continuous and simple downsampling is sufficient, but aggressive simplification is prevented and automatic mesh decimation is severely limited

Engineering Contradiction:
Improvemesh simplification speedVSAvoidUV parametrization complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The method segments the texture transfer process into independent steps: first simplifying the mesh geometry, then independently unwrapping the simplified mesh, and finally transferring texture information through projection and filtering. This allows aggressive simplification while maintaining texture quality through the segmented approach of geometry simplification followed by independent texturing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Instead of preserving UV parametrization and simplifying texture mapping, the method inverts the approach by first simplifying the mesh geometry and then creating a new independent UV parametrization for the simplified mesh. This inversion enables aggressive simplification while maintaining texture quality through the reversed workflow.

Inventive Principle:
Principle #13The other way round (Inversion)

2Productivity

If independent unwrapping and texture regeneration are performed on simplified meshes, then aggressive simplification is enabled, but the task of constructing high-quality 1:1 mapping between parametrizations becomes highly non-trivial

Engineering Contradiction:
Improvemesh decimation rateVSAvoidtexture mapping precision
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The method introduces an intermediary projection step that maps texture information from the high-resolution mesh to the simplified mesh through a structured projection process. This intermediary projection mechanism enables accurate texture transfer between different parametrizations without requiring direct complex 1:1 mapping construction.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The method performs preliminary actions by first converting the high-resolution textured mesh to a coloured point cloud, then spatially sorting and projecting these points onto the simplified mesh before applying filtering. This preliminary processing enables accurate texture transfer by preparing the data in advance in a format suitable for projection and filtering operations.

Inventive Principle:
Principle #10Preliminary action

3Ease of manufacture

If ray casting from target surface is used to sample source surface for texture transfer, then texture baking can be applied, but the process becomes expensive and does not guarantee high-quality filtering

Engineering Contradiction:
Improvetexture transfer feasibilityVSAvoidcomputational cost
Core Design Contradiction:
Ease of manufactureVSUse of energy by moving object

Solution Approach 1:

Instead of casting rays from the target surface back to the source surface (reverse ray tracing), the method inverts the approach by projecting texture samples from the source surface directly onto the target surface. This inversion eliminates the need for expensive ray casting while maintaining feasibility and enabling high-quality filtering through direct projection of coloured point cloud data.

Inventive Principle:
Principle #13The other way round (Inversion)

4Manufacturing precision

If high-quality filtering is applied when downsampling texture, then sampling artifacts like Moiré and blurring are reduced, but the complexity of the filtering process increases

Engineering Contradiction:
Improvetexture qualityVSAvoidfiltering algorithm complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The method performs preliminary spatial sorting of the coloured point cloud data before projection, organizing the data in a way that facilitates efficient filtering. This preliminary organization reduces the complexity of the subsequent filtering operation while maintaining high-quality downsampling by preparing the data structure in advance.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The method creates a simplified texture by copying and projecting the coloured point cloud samples onto the simplified mesh, using the existing high-quality texture data as a template. This copying approach enables high-quality filtering by leveraging the pre-existing texture information rather than requiring complex filtering algorithms to generate texture data from scratch.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20250014285A1Texture transfer in mesh simplification
Publication Date: 2025.01.09 MELOWN TECH SE
  • US20250014285A1 patent drawing
  • US20250014285A1 patent drawing
  • US20250014285A1 patent drawing

AI summary

A computer-implemented method for simplifying a textured polygonal mesh of a three-dimensional model, the method comprising: obtaining 3D mesh data and texture data related to a first textured polygonal mesh, the first textured polygonal mesh having a first level of detail, the texture data comprising a plurality of texels; generating, based on the 3D mesh data, a simplified polygonal mesh for a second level of detail, the second level of detail being lower than the first level of detail; generating, based on the texture data, a simplified texture for the simplified polygonal mesh; and providing a simplified textured polygonal mesh based on the generated simplified polygonal mesh and the generated simplified texture.