IP Library Patent Application 19169941
Patent Application
App. No. 19/169,941

VIRTUAL ASSET MAP AND INDEX GENERATION SYSTEMS AND METHODS

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Quick Facts
Patent No.
US None
App. No.
19/169,941
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.

Claims (33)

1 . (canceled)

2 . A method for heterogeneous mesh behavior in a rendering system, the method comprising:

loading an item asset corresponding to an item used or worn by an avatar, the item asset including a first plurality of vertices corresponding to a shape of the item asset;

determining, using one or more of a k-dimensional tree algorithm or a geodesic algorithm, a set of nearest neighbor vertices between the first plurality of vertices and vertices of the avatar; and

deforming a first portion of the first plurality of vertices in an amount corresponding to at least one of a topology of a surface of the avatar or a shape of the item asset.

3 . The method of claim 2 , wherein the first portion of the first plurality of vertices is deformed based on a first rate of scaling, and a second portion of the first plurality of vertices is deformed based on a second rate of scaling.

4 . The method of claim 3 , wherein the first rate of scaling corresponds to deformation of form-fitting or flexible material portions, and the second rate of scaling corresponds to deformation of rigid material portions.

5 . The method of claim 3 , wherein the first rate of scaling corresponds to a non-uniform ratio along one or more axes, and the second rate of scaling corresponds to an equal ratio along a plurality of axes.

6 . The method of claim 2 , further comprising generating a neighbor vertices index indicating an influence of a distance between two or more vertices of the avatar on a magnitude of distortion of one or more corresponding vertices of the first plurality of vertices.

7 . The method of claim 6 , wherein the neighbor vertices index is generated based on the set of nearest neighbor vertices.

8 . The method of claim 6 , wherein the first portion of the first plurality of vertices is deformed based on the influence of the first portion of the first plurality of vertices, and a second portion of the first plurality of vertices is deformed based on the influence of the second portion of the first plurality of vertices.

9 . The method of claim 2 , wherein the first portion of the first plurality of vertices is deformed in an amount corresponding to the topology of the surface of the avatar, and a second portion of the first plurality of vertices is deformed in an amount corresponding to the shape of the item asset.

10 . The method of claim 2 , wherein the k-dimensional tree algorithm determines straight-path nearest neighbors, and the geodesic algorithm determines mesh-surface nearest neighbors.

11 . The method of claim 2 , further comprising:

receiving, by a user interface, a selection of one or more vertices or polygons of the item asset; and

assigning, to a mesh index, a behavior type for scaling or deformation of the selected vertices or polygons.

12 . The method of claim 11 , wherein the behavior type corresponds to a material classification selected from the group consisting of cloth, metal, dynamic cloth, skin, and plastic.

13 . The method of claim 11 , wherein assigning the behavior type comprises defining constraints for scaling, transformation, or rotation.

14 . The method of claim 2 , wherein deforming comprises applying deformation instructions to one or more vertices or polygons, with behavior type constraints taking priority over conflicting deformation instructions.

15 . The method of claim 2 , wherein the item asset is a clothing item, accessory, or wearable device represented in a 3D virtual environment.

16 . The method of claim 2 , wherein deforming includes scaling the first portion to conform to changes in at least one of height, musculature, or body shape of the avatar.

17 . A system for heterogeneous mesh behavior in a rendering system, the system comprising:

a memory and one or more processors to:

load an item asset corresponding to an item used or worn by an avatar, the item asset including a first plurality of vertices corresponding to a shape of the item asset;

determine, using one or more of a k-dimensional tree algorithm or a geodesic algorithm, a set of nearest neighbor vertices between the first plurality of vertices and vertices of the avatar; and

deform a first portion of the first plurality of vertices in an amount corresponding to at least one of a topology of a surface of the avatar or a shape of the item asset.

18 . The system of claim 17 , wherein the first portion of the first plurality of vertices is deformed based on a first rate of scaling, and a second portion of the first plurality of vertices is deformed based on a second rate of scaling.

19 . The system of claim 18 , wherein the first rate of scaling corresponds to deformation of form-fitting or flexible material portions, and the second rate of scaling corresponds to deformation of rigid material portions.

20 . A non-transitory computer readable medium including one or more instructions stored thereon and executable by one or more processors to:

load an item asset corresponding to an item used or worn by an avatar, the item asset including a first plurality of vertices corresponding to a shape of the item asset;

determine, using one or more of a k-dimensional tree algorithm or a geodesic algorithm, a set of nearest neighbor vertices between the first plurality of vertices and vertices of the avatar; and

deform a first portion of the first plurality of vertices in an amount corresponding to at least one of a topology of a surface of the avatar or a shape of the item asset.

21 . The non-transitory computer readable medium of claim 20 , wherein the first portion of the first plurality of vertices is deformed based on a first rate of scaling, and a second portion of the first plurality of vertices is deformed based on a second rate of scaling.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 4, 2025
From: JANZER, JESSE; MIDDLETON, JON; FREI, BERKLEY
To: DG HOLDINGS, INC.
Reel/Frame 070736/0282 →