Virtual Prop Vertex Alignment Using Dynamic Mesh Deformation

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Solution Overview

Problem

Current virtual prop technologies, such as those for virtual eyelashes, fail to accurately absorb key points of a virtual prop with a user's face, resulting in poor display effects due to inadequate alignment and fitting.

Innovation Solution

A method that uses three-dimensional face vertex data to determine target positions of virtual prop vertices based on posture changes and morphological parameters, allowing for accurate alignment and display of virtual props by iteratively calculating rotation matrices and deformation energies to achieve optimal mesh deformation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If fixed virtual prop models are used, then the implementation is simple, but the alignment precision with user face key points is poor

Engineering Contradiction:
Improvealignment precisionVSAvoidprocessing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent applies dynamics by transforming fixed virtual prop models into dynamic ones that can adapt to user face movements. The system calculates rotation matrices based on posture changes and iteratively deforms mesh vertex positions to match real-time face key points, enabling the virtual prop to dynamically follow the user's facial expressions and movements.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent utilizes parameter changes by adjusting the morphological parameters of virtual prop vertex positions based on calculated rotation matrices. The system modifies position parameters of mesh vertices iteratively, transforming the virtual prop from a static configuration to a dynamic one that adapts to changing facial conditions.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If iterative calculation of rotation matrices and mesh deformation is performed, then the display effect and realism are improved, but the processing time increases

Engineering Contradiction:
Improvedisplay effectVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent implements feedback by calculating deformation energy after each iteration of mesh deformation and using this information to guide subsequent iterations. The system evaluates the alignment quality at each step and adjusts the deformation process accordingly, stopping when the deformation energy meets predefined criteria, thus optimizing processing time while maintaining display quality.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent applies parameter changes by dynamically adjusting the number of iterations and deformation intensity based on real-time requirements and convergence criteria. The system modifies processing parameters adaptively to balance between processing speed and display effect quality.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250014296A1Virtual prop processing method and apparatus, device, and storage medium
Publication Date: 2025.01.09 DOUYIN VISION CO LTD
  • US20250014296A1 patent drawing
  • US20250014296A1 patent drawing
  • US20250014296A1 patent drawing

AI summary

The present disclosure relates to a virtual prop processing method and apparatus, a device, and a storage medium. The method comprises: on the basis of three-dimensional face vertex data, acquiring target positions of a first type of position vertexes of a virtual prop; on the basis of a pose change of a target object corresponding to the virtual prop, attribute information of the virtual prop and a morphological parameter of the virtual prop in an initial frame, determining target positions of a second type of position vertexes of the virtual prop; on the basis of the target positions of the first type of position vertexes, the target positions of the second type of position vertexes and position information of the vertexes of the virtual prop in a historical frame, acquiring target positions of the vertexes of the virtual prop in a current frame; and on the basis of the target positions of the vertexes of the virtual prop in the current frame, displaying the virtual prop in the current frame.