Virtual Character Rendering via Mesh Segmentation and Bidirectional Mapping
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Solution Overview
Problem
Existing technologies face challenges in generating virtual characters for metaverse applications, particularly in achieving high detail, immersion, and low latency while maintaining realism and fidelity.
Innovation Solution
The method involves performing mesh simplification on an initial virtual character model to reduce complexity, followed by white model mapping and hyper-realistic rendering on areas of each material type. A bidirectional mapping is established between these target models to iteratively update and enhance the virtual character.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If high-detail rendering is applied to virtual character models, then realism and fidelity are improved, but computational burden and rendering time increase
Solution Approach 1:
The virtual character model is segmented into multiple mesh blocks with different levels of detail. The model is divided into important regions (head, face, hands) and less important regions (body, limbs), allowing differential rendering where high-detail rendering is applied only to critical areas while other areas use lower-detail representations, thus reducing overall rendering time while maintaining realism where needed
Solution Approach 2:
Different rendering qualities are applied to different regions of the virtual character model. High-detail rendering with realistic materials and textures is applied to important regions such as the face and hands, while lower-detail rendering is used for less critical regions, optimizing the balance between realism and rendering efficiency
2Manufacturing precision
If high-detail rendering is applied to virtual character models, then realism and fidelity are improved, but computational resources and energy consumption increase
Solution Approach 1:
The rendering system segments the virtual character model into different mesh blocks and processes them with different computational intensities. Important regions receive high computational resources for realistic rendering, while less important regions receive reduced computational resources, thereby reducing overall energy consumption while maintaining realism where it matters most
Solution Approach 2:
Computational energy is distributed non-uniformly across different regions of the virtual character model. High computational energy is allocated to important regions requiring realistic rendering, while lower computational energy is allocated to less critical regions, optimizing the energy-realism tradeoff
3Manufacturing precision
If complex mesh structures are used in virtual character models, then detail and immersion are improved, but rendering efficiency decreases
Solution Approach 1:
The complex mesh structure is segmented into multiple mesh blocks with varying levels of complexity. Important regions maintain complex mesh structures for high detail and immersion, while less important regions use simplified mesh structures, thereby preserving immersion where needed while improving overall rendering efficiency
Solution Approach 2:
Different mesh complexities are applied to different regions of the virtual character model. Complex meshes with high geometric detail are used in important regions such as the face and hands to maintain immersion, while simplified meshes are used in less critical regions, optimizing the balance between detail and rendering efficiency
Data Source
AI summary
A method and apparatus for generating a virtual character, an electronic device and a computer readable storage medium are provided. The method includes: performing mesh simplification on an initial model of a virtual character to obtain a mesh-simplified model; obtaining a first target model by performing white model mapping rendering on an area of each material type on the mesh-simplified model, and obtaining a second target model by performing hyper-realistic rendering on the area of each material type on the mesh-simplified model; and establishing a bidirectional mapping between the first target model and the second target model, and obtaining a target virtual character through iterative updating of the bidirectional mapping.


