Voxel-Based Surface Information Transfer for Massive 3D Meshes
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Solution Overview
Problem
Current methods for transferring surface information from high-quality three-dimensional meshes to simplified meshes are computationally expensive and impractical due to the large amount of data involved, especially when dealing with massive meshes that span multiple files and require extensive memory usage.
Innovation Solution
The method employs voxels to transfer surface information by rasterizing triangles from a source mesh into a voxel grid and writing this information into a target mesh's textures, allowing for out-of-core baking and leveraging the parallelism available on Graphics Processing Units (GPUs).
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If traditional methods are used to transfer surface information from massive meshes to simplified meshes, then high quality surface detail can be preserved, but computational cost and memory usage become excessively high
Solution Approach 1:
The patent divides the massive source mesh into multiple smaller patches or regions that can be processed independently. Each patch is transferred to the corresponding region on the target mesh separately, allowing the system to handle large datasets by breaking them into manageable segments that fit within available memory, thus reducing overall computational cost while preserving surface quality.
Solution Approach 2:
The patent introduces a hierarchical level between the source and target meshes by creating intermediate representations or level-of-detail (LOD) structures. This additional dimensional approach allows progressive transfer of surface information, enabling quality preservation at distant viewpoints while reducing computational burden by not transferring all details uniformly across the entire mesh.
2Measurement precision
If high quality three-dimensional objects with large amounts of data are used, then visualization quality is improved, but rendering performance and ease of operation deteriorate
Solution Approach 1:
The patent applies different levels of surface information quality to different regions of the target mesh based on their importance and visibility. Critical regions receive high-fidelity transfers while less important areas use lower-detail representations. This local differentiation maintains overall visualization quality while significantly reducing the total data volume that needs to be rendered.
Solution Approach 2:
The patent transfers only the necessary portion of surface information required for the target application rather than attempting to preserve all details from the source mesh. By identifying and transferring only essential surface characteristics, the system achieves sufficient visualization quality without the computational overhead of processing complete high-fidelity data.
3Loss of information
If complete surface information from massive meshes is transferred, then information completeness is improved, but data management complexity and device complexity increase
Solution Approach 1:
The patent performs preliminary organization and preprocessing of source mesh data before the transfer process begins. Surface information is pre-categorized, pre-sampled, or pre-processed into formats that facilitate efficient transfer. This preliminary action reduces the complexity of data management during the actual transfer by having data ready in an optimized state.
Solution Approach 2:
The patent extracts only the essential surface information needed for the target mesh rather than attempting to transfer complete source mesh data. By selectively extracting relevant surface characteristics and discarding redundant information, the system maintains information completeness for the target application while significantly reducing data management complexity.
Data Source
AI summary
Systems, methods, devices, and non-transitory media of the various embodiments enable transferring surface information from one mesh to two-dimensional textures on another mesh. Embodiments may allocate a voxel data structure bounding both a source mesh and a target mesh, wherein the source mesh and the target mesh use different mesh parameterizations of a three-dimensional object. The source mesh may be rasterized in a source texture coordinate space to produce one or more source fragments, each source fragment comprising sampled data from a triangle of the source mesh and a three-dimensional position on the triangle on a surface of the source mesh. For each of the one or more source fragments a voxel may be determined, of the voxel data structure, corresponding to the source fragment's respective three-dimensional position, and the sampled data of the source fragment may be written into the determined voxel of the voxel data structure.


