Virtual asset map and index generation systems and methods
AssigneeDG Holdings, Inc.
InventorsJesse Janzer, Jon Middleton, Berkley Frei
Life of this patent
Estimating the term…
Abstract
A system for generating a nearest neighboring vertices index. The system includes a memory and one or more processors. The one or more processors receive a base figure asset and an item asset, determine nearest neighbor vertices between the base figure asset and the item asset using at least one of a k-dimensional tree algorithm and a geodesic algorithm, and generate the nearest neighboring vertices index based on the determined nearest neighbor vertices between the base figure asset and the item asset.
Claims20
A system for generating a nearest neighboring vertices index for rendering assistance, the system comprising:
- memory configured to store and retrieve the nearest neighboring vertices index, a base figure asset and an item asset;
- one or more processors configured to:
- load the base figure asset and the item asset from the memory;
- select an item vertex of the item asset;
- generate, using a k-dimensional tree algorithm or a geodesic algorithm, a set of nearest neighbor vertices between the item vertex and vertices of the base figure asset, the set of nearest neighbor vertices limited to a maximum threshold;
- create the nearest neighboring vertices index based at least in part on the set of nearest neighbor vertices;
- present, in a user interface, an option to override or add vertices to the nearest neighboring vertices index;
- generate one or more influence indexes relating to a portion of a derived mesh derived from the base figure asset and the item asset;
- and
- render the derived mesh based at least in part on the one or more influence indexes.
A computer program product comprising a computer-readable storage medium that stores instructions for execution by a processor to perform operations of a polygon occlusion portion of a rendering system, the operations, when executed by the processor, to perform a method, the method comprising:
- loading a base asset and an item asset from memory, wherein the base asset comprises a base set of polygons and the item asset comprises an item set of polygons;
- overlaying a bounding box of non-edge polygons within the item asset on the figure asset;
- indicating, within a polygon occlusion index, polygons of the base asset within the bounding box as occluded;
- for vertex and center points of item polygons in the item set of polygons, tracing item rays from both sides of an item polygon at a 90-degree angle from a plane defined by the item polygon and determining whether the rays collide with a polygon from the base set of polygons;
- when an item ray collides with a base polygon from the base set of polygons, store a relationship set of relationships between the item polygon and the base polygon, the item polygon associated with the item ray;
- reducing the relationship set to form a subset of the relationship set by removing relationships that include base polygons within the polygon occlusion index from the overlaying the bounding box operation;
- for vertex and center points of base polygons in the subset of the relationship set, tracing item rays from both sides of the base polygon at a 90-degree angle from a plane defined by the base polygon and determining whether the rays collide with a polygon from the item set of polygons;
- when at least one ray from each of the vertex and center points of the base polygon in the subset of the relationship set intersect one or more item polygons, add the base polygon to the polygon occlusion index as occluded;
- and
- when one or more one rays from each of the vertex and center points of the base polygon in the subset of the relationship set intersect one or more item polygons, but less than a ray from each of the vertex and center points of the base polygon, add the base polygon to the polygon occlusion index as partially occluded.
A method for heterogeneous mesh behavior in a rendering system, the method comprising:
- loading an item asset;
- processing a selection of a set of vertices or polygons from an input;
- defining a set of behavior types for the selection, the behavior types defining rules including scaling rules, transform rules, or rotation rules;
- and
- storing an indication of the selection and the behavior types in a heterogeneous behavior index.
Dependencies are inferred from the claim text.