Virtual asset map and index generation systems and methods
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.
1. 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;
determine, 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 indicating a relationship between the item vertex and the set of nearest neighbor vertices of the base figure asset;
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.
2. The system of claim 1 , wherein an influence index from the one or more influence indexes is a region.
3. The system of claim 2 , wherein the region is defined as a head, body, arms, legs, or hands.
4. The system of claim 1 , wherein the maximum threshold is a number of vertices.
5. The system of claim 1 , wherein a size of the set of nearest neighbor vertices is set to a default number of vertices.
6. The system of claim 1 , wherein the one or more processors further comprises a graphics processor.
7. The system of claim 1 , wherein to generate the set of nearest neighbor vertices between the item vertex and vertices of the base figure asset further comprises to use both the k-dimensional tree algorithm and the geodesic algorithm.
8. The system of claim 1 , further comprising a virtual reality interface configured to transmit the derived mesh for display.
9. The system of claim 1 , wherein the base figure asset is an avatar.