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

VSEngineering 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

Engineering Contradiction:
Improverealism and fidelityVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #3Local quality

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

Engineering Contradiction:
Improverealism and fidelityVSAvoidcomputational energy
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If complex mesh structures are used in virtual character models, then detail and immersion are improved, but rendering efficiency decreases

Engineering Contradiction:
Improvedetail and immersionVSAvoidrendering efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12272002B2Method and apparatus for generating virtual character, electronic device and readable storage medium
Publication Date: 2025.04.08 BEIJING BAIDU NETCOM SCI & TECH CO LTD
  • US12272002B2 patent drawing
  • US12272002B2 patent drawing
  • US12272002B2 patent drawing

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.