# Patent

## Title
Mesh transfer using UV-space

## Abstract

Mesh data and other proximity information from the mesh of one model can be transferred to the mesh of another model, even with different topology and geometry. A correspondence can be created for transferring or sharing information between points of a source mesh and points of a destination mesh. Information can be “pushed through” the correspondence to share or otherwise transfer data from one mesh to its designated location at another mesh. Correspondences can be created based on parameterization information, such as UV sets, one or more maps, harmonic parameterization, or the like. A collection of “feature curves” may be inferred or user-placed to partition the source and destination meshes into a collection of “feature regions” resulting in partitions or “feature curve networks” for constructing correspondences between all points of one mesh and all points of another mesh.

## Background
CROSS-REFERENCES TO RELATED APPLICATIONS
This application may be related to the following commonly assigned applications:
U.S. patent application Ser. No. 12/200,704, filed Aug. 28, 2008 and entitled “Mesh Transfer.”
U.S. patent application Ser. No. 12/200,727, filed Aug. 28, 2008 and entitled “Mesh Transfer in N-D Space.”
U.S. patent application Ser. No. 12/200,739, filed Aug. 28, 2008 and entitled “Mesh Transfer for Shape Blending.”
The respective disclosures of these applications are incorporated herein by reference in their entirety for all purposes.
BACKGROUND
This disclosure relates to computer animation and computer generated imagery. More specifically, this disclosure related to techniques for transferring information from one computer model to another using UV spaces.
With the wide-spread availability of computers, animators and computer graphics artists can rely upon computers to assist in the animation and computer generated imagery process. This may include using computers to have physical models be represented by virtual models in computer memory. This may also include using computers to facilitate animation, for example, by the designing, posing, deforming, coloring, painting, or the like, of characters or other elements of a computer animation display.
Pioneering companies in the computer-aided animation/computer generated imagery (CGI) industry can include Pixar. Pixar is more widely known as Pixar Animation Studios, the creators of animated features such as “Toy Story” (1995) and “Toy Story 2” (1999), “A Bugs Life” (1998), “Monsters, Inc.” (2001), “Finding Nemo” (2003), “The Incredibles” (2004), “Cars” (2006), “Ratatouille” (2007), and others. In addition to creating animated features, Pixar develops computing platforms specially designed for computer animation and CGI, now known as RenderMan®. RenderMan® is now widely used in the film industry and the inventors have been recognized for their contributions to RenderMan® with multiple Academy Awards®.
One core functional aspect of RenderMan® software can include the use of a “rendering engine” to convert geometric and/or mathematical descriptions of objects or other models into images. This process is known in the industry as “rendering.” For movies or other features, a user (e.g., an animator or other skilled artist) specifies the geometric description of a model or other objects, such as characters, props, background, or the like that may be rendered into images. An animator may also specifying poses and motions for objects or portions of the objects. In some instances, the geometric description of objects may include a number of animation variables (avars), and values for the avars.
The production of animated features and CGI may involve the extensive use of computer graphics techniques to produce a visually appealing image from the geometric description of an object or model that can be used to convey an element of a story. One of the challenges in creating models for use in animated features can be balancing the desire for a visually appealing image of a character or other object with the practical issues involved in allocating the computational resources required to produce those visually appealing images. Often the geometric descriptions of objects or models at various stages in a feature film production environment may be rough and course, lacking the realism and detail that would be expected of the final production.
One issue with the production process is the time and effort involved when an animator undertakes to create the geometric description of a model and the models associated avars, rigging, shader variables, paint data, or the like. Even with models that lack the detail and realism expected of the final production, it may take several hours to several days for an animator to design, rig, pose, paint, or otherwise prepare the model for a given state of the production process. Further, although the model need not be fully realistic at all stages of the production process, it can be desirable that the animator or artist producing the model be able to modify certain attributes of the model at any stage. However, modifying the model during the production process may also involved significant time and effort. Often, there may not be sufficient time for desired modifications in order to maintain a release schedule.
Accordingly, what is desired is to solve problems relating to transferring information between meshes, some of which may be discussed herein. Additionally, what is desired is to reduce drawbacks related to transferring information between meshes, some of which may be discussed herein.
SUMMARY
In various embodiments, data and other information from one model can be transferred to another model. A correspondence between meshes of the models can be created that provides a transfer or sharing of information to include all points of one mesh and all points of the other mesh. Mesh information and other proximity data from the mesh of one model can be “pushed through” the correspondence to transfer the data to its designated location at the mesh of the other model. The correspondence between each of the meshes can enable animators and other digital artists to create new characters from existing characters that may have different topologies and geometries. Additionally, the correspondence may be created between different versions of the same character, thereby allowing the animator to implement changes to characters at later stages of the production process and transfer information from prior versions thereby preserving previous work product and reducing the time and cost of updating the characters.
In some embodiments, correspondences for sharing or transferring information between meshes can be generated based on a pair of “feature curve networks.” A correspondence can be generated on a source mesh using one or more geometric primitives (e.g., points, lines, curves, volumes, etc.) at the source mesh and corresponding geometric primitives at the destination mesh. For example, a collection “feature curves” may be created to partition the source and destination meshes into a collection of “feature regions” at “features” or other prominent aspects of the model. The resulting collections of partitions or “feature curve networks” can be used to construct a full correspondence between all points of the source mesh and all points of the destination mesh.
In various embodiments, at least a portion of the pair of feature curve networks may be created based on parameterization information associated with one or more of the meshes. The parameterization information may include UV sets, one or more maps, harmonic parameterizations, or other information from which discontinuities may be inferred. In one embodiment, the correspondence may be generated by created one or more maps.
A correspondence in some embodiments can be authored on a source mesh by a user drawing or placing one or more geometric primitives at the source mesh and corresponding geometric primitives at the destination mesh. In further embodiments, at least one region associated with the source mesh or the destination mesh may be bounded by more than three feature curves in the pair of feature curve networks. At least one region associated with the source mesh or the destination mesh may be bounded by less than three feature curves in the pair of feature curve networks. The correspondence may be generated based on the pair of feature curve networks where regions associated with the source mesh or the destination mesh are bounded by less than three or more than three feature curves.
In some embodiments, at least one feature curve may be defined by at least one point that lies within the interior of a face associated with either the source mesh or the destination mesh. A pair of feature curve networks may include one or more user-defined feature curves. Feature curves associated with a pair of feature curve networks may be inferred from other parameterizations of a source or destination mesh.
In still further embodiments, a correspondence between a source mesh and a destination mesh can be created or generated based on one or more harmonic functions. The correspondence may be generated such that data corresponding to a first point at or near the source mesh may be shared or transferred to a second point at or near destination mesh. The information sharing between two or more meshes may unidirectional or bidirectional based on the correspondence. Thereby, information may be shared between two or more meshes, such as scalar fields, variables, controls, avars, articulation data, character rigging, shader data, lighting data, paint data, simulation data, topology and/or geometry, re-meshing information, map information, or the like.
A further understanding of the nature, advantages, and improvements offered by those inventions disclosed herein may be realized by reference to remaining portions of this disclosure and any accompanying drawings.



BRIEF DESCRIPTION OF THE DRAWINGS
In order to better describe and illustrate embodiments and/or examples of any inventions presented within this disclosure, reference may be made to one or more accompanying drawings. The additional details or examples used to describe the accompanying drawings should not be considered as limitations to the scope of any of the disclosed inventions, any of the presently described embodiments and/or examples, or the presently understood best mode of any invention presented within this disclosure.
FIG. 1 is a simplified block diagram of a system for creating computer animations and computer graphics imagery that may implement or incorporate various embodiments of an invention whose teachings may be presented herein;
FIG. 2 is an illustration of a mesh for a head of a human character;
FIG. 3A is an illustration a mesh including various pieces of associated information;
FIG. 3B is an illustration of a mesh in various embodiments with which information associated with the mesh of FIG. 3A may be shared;
FIG. 4 is a flowchart of a method in various embodiments for generating a correspondence between meshes based on parameterization information for sharing information between the meshes;
FIG. 5 is a flowchart of a method in various embodiments for generating a correspondence between meshes based on UV sets;
FIGS. 6A and 6B illustrate a model and its corresponding UV map in one embodiment; and
FIG. 7 is a block diagram of a block diagram of a computer system or information processing device that may be used to implement or practice various embodiments of an invention whose teachings may be presented herein.



DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS
Techniques and tools can be implemented that assist in the production of computer animation and computer graphics imagery. A mesh can be the structure that gives shape to a model. The mesh of a model may include, in addition to information specifying vertices and edges, various additional pieces of information. In various embodiments, point weight groups, shader variables, articulation controls, hair variables and styles, paint data, or the like, can be shared between meshes having different topologies and geometries. Information associated with the mesh of one character can be shared with or transferred to the mesh of another character, even from one character to another completely different character and between different versions of the same character.
A correspondence built between a source mesh and a destination mesh can provide the sharing of information on, at, or near one mesh to designated locations of another mesh. The correspondence may be constructed between all points on surfaces of the meshes, rather than merely mesh vertices alone. In various embodiments, the correspondences may be constructed based on parameterization information, such as UV sets, texture maps, harmonic parameterizations, or other information from which discontinuities associated with a model may be inferred.
In some embodiments, correspondences may be authored by drawing out points, lines, curves, etc. on a source mesh and associated points, lines, curves, etc. on a destination mesh. These may correspond to features or other prominent aspects of models provide by the meshes. Regions created by authoring on the meshes can be parameterized such that a full correspondence is created between all points of the source mesh and all points of the destination mesh, without requiring identical topologies and/or geometries.
FIG. 1 is a simplified block diagram of system 100 for creating computer animations and computer graphics imagery that may implement or incorporate various embodiments of an invention whose teachings may be presented herein. In this example, system 100 includes design computer 110, object library 120, object modeler 130, object simulator 140, and object render 150.
Design computer 110 can be any PC, laptop, workstation, mainframe, cluster, or the like. Object library 120 can be any database configured to store information related to objects that may be designed, posed, animated, simulated, rendered, or the like.
Object modeler 130 can be any hardware and/or software configured to model objects. Object modeler 130 may generate 2-D and 3-D object data to be stored in object library 120. Object simulator 140 can be any hardware and/or software configured to simulate objects. Object simulator 140 may generate simulation data using physically-based numerical techniques. Object renderer 150 can be any hardware and/or software configured to render objects. For example, object renderer 150 may generate still images, animations, motion picture sequences, or the like of objects stored in object library 120.
FIG. 2 is an illustration of mesh 200 for a head of a human character model in one embodiment. Mesh 200 can be created or modeled as a collection of faces (e.g., triangles, quadrilaterals, or other polygons), formed by interconnecting a collection of vertices. In this example, a collection of polygons interconnect at vertex 210. Polygons may interconnect at vertex 210 to share an edge (e.g., edge 220). Any number of polygons and vertices may be used to form mesh 200. The number of polygons may be dependent on user preference, the desired topology, geometry, realism, detail, or the like.
Motion of a model associated with mesh 200 may be realized by controlling mesh 200, for example by controlling vertices 230, 240, and 250. Polygons and vertices of mesh 200 may be individually animated by moving their location in space (x, y, z) for each displayed frame of a computer animation. Polygons and vertices of mesh 200 may also move together as group, maintaining constant relative position. Thus, for example, by raising vertices of mesh 200 by appropriate amounts at the corners of lips on the head of the human character, a smiling expression can be formed. Similarly, vertices of mesh 200 located at or near features or other prominent aspects of the model created by mesh 200, such as eyebrows, cheeks, forehead, etc. may be moved to deform the head of the human character to form a variety of expressions.
In addition to controlling character deformations, information can be “attached to” mesh 200 to provide other functional and/or decorative purposes. For example, mesh 200 may be connected to skeletons, character rigging, or other animations controls and avars used to animate, manipulate, or deform the model via mesh 200. Further, fields of data and/or variables specifying color, shading, paint, texture, etc. can be located at certain vertices or defined over surfaces of mesh 200. As discussed above, constructing mesh 200 and placing all of this information on mesh 200 can be a time consuming process. This process may limit how many characters or other objects may be created, the topologies and geometries of those models, and what changes can be made during various stages in the production of animations, such as feature-length films.
FIG. 3A is an illustration mesh 310 including various pieces of associated information. Mesh 310 can include scalar field 320, animations controls 330, topology/geometry data 340, and painter data 350. Scalar field 320 may include a distribution of values or variables over a portion of mesh 310. The values or variables associated with scalar field 320 may include shader variables, point weight groups, the location of hair/fur objects, or the like. Topology/geometry data 340 may include information that defines or describes a locality in terms of its layout, structure, or level of detail. Painter data 350 may include information, such as coloring and textures, placed by an animator or designer at a specific location on mesh 310.
In various embodiments, new models can be created and existing models can be more readily updated using techniques of this disclosure that allow animators to overcome some of the timing constraints involved in creating models. Additionally, the time and effort put into designing one model can be preserved allowing the prior work and effort performed by the animator to be shared with or copied to another model. In some embodiments, a correspondence can be created that allows information present at or on a mesh to be shared with another mesh. The correspondence can reduce the time required to create new models, or the update existing models at later stages of the production process. Thus, animation controls, rigging, shader and paint data, etc. can be authored once on a character, and shared or transferred to different version of the same character or to another character of completely different topology and geometry.
In the example of FIG. 3A, mesh 310 may represent an initial or preliminary version of a character. For example, mesh 310 may include a number of polygons that provide a character with just enough detail with which an animator, designer, or other graphics artist may work. The number of polygons may be relatively small compared to the number of polygons for a final or production version of the character having lifelike or the final desired detail and/ or realism. The relatively small size of mesh 310 may allow the character associated with mesh 310 to be quickly posed, animated, rigged, painted, or rendered in real-time, allowing an animator to see quick results early in production process.
Referring to FIG. 3B, mesh 360 may represent a production or final version of the character. Mesh 360 may include a relatively higher or larger number of polygons with respect to initial or preliminary versions of the character to provide more realistic detail in each rendered frame. In this example, mesh 360 can include scalar field 370. Scalar field 370 may be identical to, similar to, or otherwise include some relationship with scalar field 320. For example, both may represent how the head of the character is to be shaded or how hair is to be placed.
In various embodiments, one or more correspondences may be created that allow information associated with mesh 310 to be readily shared with or transferred to mesh 360. Scalar field 320, animations controls 330, topology/geometry data 340, and/or painter data 350 can be “pushed” through a correspondence between mesh 310 and mesh 360. For example, scalar field 320 can be transferred to mesh 360 to create scalar field 370. Thus, once correspondences are created between meshes, any information at or on one mesh may be shared with another mesh. This can allow sharing of information even if one mesh includes differing topologies and geometries from other meshes.
FIG. 4 is a flowchart of method 400 in various embodiments for generating a correspondence between meshes based on parameterization information for sharing information between the meshes. The processing depicted in FIG. 4 may be performed by software modules (e.g., instructions or code) executed by a processor of a computer system, by hardware modules of an electronic device, or combinations thereof. FIG. 4 begins in step 410.
In step 420, a first mesh and second mesh is received. Information may be received that defines or otherwise specifies the first and second mesh. Each mesh may include a single integral mesh or may include a collection of connected meshes. As discussed above, the first and second mesh may include a collection of polygons, interconnected at vertices, that form the topology and/or geometry of a model. Each mesh may also include information that may further specify variables, controls, fields, rigging, color/lighting data, or the like.
In step 430, parameterization information is received. Parameterization information can include information that provides an identification of parameters associated with an object. For example, a parameterization may include a complete set of effective coordinates or degrees of freedom of a system, process, or model. Parameterization of a line, surface or volume, for example, may imply identification of a set of coordinates from which any point (on, at, or near the line, surface, or volume) may be uniquely identified by a set of numbers.
In one example, parameterization information may include a UV set or map. A UV map can transform a 3D object onto a 2D image. The 2D image may be commonly referred to as a texture or texture map. The XYZ coordinates for the original 3D object in the modeling space may be parameterized over UV coordinates of the transformed 2D object. In other examples, parameterization information may include one or more maps, harmonic parameterizations, or the like.
In step 440, a pair of feature curve networks is generated based on the parameterization information. For example, one or more partitions, divisions, or parameterizations may be identified on the first mesh from which a set of feature curves may be determined or inferred. A correspondence set of feature curves may be determined on the second mesh. Each set of feature curves can create a feature curve network.
In step 450, a correspondence is generated between the first mesh and the second mesh based on the pair of feature curve networks. The correspondence can include functions, relationships, correlations, etc. between one or more points associated with the first mesh and one or more points associated with second mesh. The correspondence may include a mapping from every location on or within a space near the first mesh to a unique location on or near the second mesh. The correspondence may map one or more points, curves, surfaces, regions, objects, or the like, associated with the first object to one or more points, curves, surfaces, regions, objects, or the like associated with the second object.
In various embodiments, the correspondence can be represented by a parameterization built for source and destination meshes over a common domain. This common parameter domain can provide the a global and continuous correspondence between all points of the source and destination surfaces. As discussed above, the correspondence may rely on feature curve networks which may, in part, be automatically created based on parameterization information, from user-supplied points, user-supplied curves, other discontinuities, or the like.
Consider an example, given a source mesh M (e.g., mesh 310) equipped with a collection of scalar fields f1 . . . fn, and a destination mesh M′ (e.g., mesh 360), the scalar fields may be transferred to M′ in a feature preserving way. That is, scalar fields f′1 . . . f′n may be constructed on M′. The fields may be constructed using equation (1):

fi′(p′)=fi(C(p′))   (1)

In equation (1), C can be a correspondence between M and M′. For example, C:M′→M may be a “feature preserving” map (e.g., a homeomorphism or special isomorphism between topological spaces which respects topological properties) from M′ to M. C can be feature preserving in that the correspondence carries “important features” of M′ to their corresponding features on M.
In some embodiments, the notion of important features can be captured by a user-specified collection of geometric primitives or “feature curves.” The user may draw or otherwise place points, lines, curves, volumes, or other n-dimensional objects on or near a mesh. Curves may provide certain degrees of flexibility, thus, we refer to the collection of primitives as feature curves. These feature curves may form a network that partitions a mesh into a set of regions or “feature regions.” A feature region may include a region topologically equivalent to a disk.
As discussed above, features may include any prominent aspect of an object or model. For example, features may include characteristic parts of a person's face, such as eyes, nose, lips, ears, or like. Features may also include a set or collection of attributes, constraints, groupings, contexts, or component. A feature curve may include one or points, lines, curves, planes, volumes, or the like associated with a feature. A feature curve may be combined with one or more other feature curves to create a feature curve region. A feature curve may enclose a feature to form a topological disc. A set of feature curves may form a feature curve network.
For example, let R be a feature region on M that is bounded by m feature curves c1 . . . cm. The feature curves may be ordered in counter-clockwise fashion around the region. Similarly, let R′ be the corresponding feature region on M′ bounded by corresponding feature curves c′1 . . . c′m. M may be first parameterized on a regular m-gon Pm in a plane. Curve ci can be uniformly parameterized on the i-th edge of Pm.
In other words, if vik is the k-th vertex of ci (in counter-clockwise order), the image of in the k-th vertex in the parameter domain can be located according to equation (2):




  
    
      
        
          
            
              p
              i
            
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              (
              
                1
                -
                k
              
              )
            
          
          +
          
            kp
            
              i
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              1
            
          
        
        
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            c
            i
          
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In equation (2), |ci| can denote the number of vertices in ci, and p1 . . . pm can denote the vertices of Pm. The parametric images of the remaining vertices of the region can be determined, e.g., by minimizing harmonic distortion subject to these boundary conditions. This defines a parameterization φ:Pm→R.
The region R′ can be similarly parameterized over Pm to create a parameterization φ′:Pm→R′. The feature preserving map C mentioned above is then given by equation (3):

C(p′):=φ∘φ′−1(p′)   (3)

Accordingly, the common parameter domain Pm can be used to build a global and continuous correspondence between all points of the source and destination surfaces. Based on the correspondence, information can be shared between the source and destination. In various embodiments, information may be shared between characters, providing the flexibility of evolving characters, sharing of geometry and mesh topology, sharing of point weight groups, shader variables, hair style parameters, or the like. In yet a further example, by using morphing localized to defined regions, it may be possible to design new characters by locally blending between basis shapes taken from a standardized catalog.
The creation of correspondences between meshes, and the transfer of information can be applied to a range of applications. For example, information may be shared between characters. As mentioned above, without requiring a common mesh topology, sharing can be accomplished between meshes with far more topological flexibility. In another example, the flexibility of evolving characters may be achieved. As the design of a character evolves, the geometry and mesh topology of the character may change. Even in early stages of a production, such changes can be expensive since point weight groups, shader variables, hair style parameters, or the like, may need to be redefined to meet to needs of production changes, costs, artistic developments, or the like.
In yet another example, the level of detail of a character may change. The source mesh can be the full resolution character, and the destination mesh may a low resolution mesh. The low resolution mesh may be used to pose and display the character more efficiently. In a further example, morphing between a pair of shapes may utilize a continuous correspondence generated between surfaces. In yet a further example, by using morphing localized to defined regions, it may be possible to design new characters by locally blending between basis shapes taken from a standardized catalog. FIG. 4 ends in step 460.
FIG. 5 is a flowchart of method 500 in various embodiments for generating a correspondence between meshes based on UV sets. FIG. 5 begins in step 510.
In step 520, a mesh is received. For example, FIG. 6A illustrates mesh 610 in one embodiment. Mesh 610, in this example, appears as a cube. Referring again to FIG. 5, in step 530, a UV set is received. FIG. 6B illustrates UV map 620 associated with mesh 610.
In step 540 of FIG. 5, one or more user-defined feature curves are received. In step 550, one or more feature curves are determined based on the UV set (e.g., UV map 620). In step 560, a feature curve network is generated based on the user-defined feature curves and the features curves determined from the UV-set. FIG. 5 ends in step 570.
In various embodiments, it may be common for a source mesh to possess a UV set that parameterizes regions that are separately shaded. For example, each face of the cube mesh 610 shown in FIG. 6A may be separately shaded.
When a UV set is present on a source mesh, the UV regions can be used as parametric domains to be used to build a global and continuous correspondence between all points of the source and destination surfaces. Therefore, feature curves can be inferred to “cover” the boundaries of the UV regions. That is, if the UV set is discontinuous on an edge ViVj of the source mesh M, then exactly one feature curve contains ViVj.
Once the corresponding feature curves are established on destination mesh M′, in some embodiments, the UV set can be transferred to M′ in two steps:
1. Transfer UV values along feature curves. The UV values may be transferred using simple linear interpolation along the feature curve edges of M′, picking off corresponding UV values from the associated feature curve on M.
2. Harmonically smooth UV values on the destination mesh within the interior of each UV region. This may be accomplished using Maya UV smoothing tools. For each UV region Ω, a pair of parameterizations φ:Ω→M and φ′:Ω→M′ may be established from which the correspondence C can again be defined as in equation (3) or as refined using one or more interior constraints as described in U.S. patent applications Ser. No. 12/200704, filed Aug. 28, 2008 and entitled “Mesh Transfer,” the entire disclosure of which is herein incorporated by reference for all purposes.
In various embodiments, a feature curve inference algorithm can be based on an analysis of an auxiliary structure called a seam complex. The seam complex may consists of a set of edges, one per seam edge of the source mesh M. An edge can be a seam edge if either its org or dest vertices has different attribute values with respect to the two faces meeting at the edge.
Once the seam complex is constructed, “critical vertices” may be identified and processed one at a time. A critical vertex can include a vertex with other than two incident seam edges. Critical vertices can represent feature curve endpoints. Once the critical vertices have been processed, there may still be one or more closed loops. For each of these, an arbitrary vertex may be chosen as the feature curve endpoint and the loop is traced until it closes back on itself.
For example, in the following pseudo-code, let criticalSet be the set of critical vertices, let edgeSet be the set of unprocessed edges in the seam complex, and let full(v) be the map from seam vertices back to vertices in the full mesh:















-- process critical vertices



for each v in criticalSet



  for each edge e incident to v



    if e in edgeSet



    -- create a new curve with e as first edge



    c = new curve with full(v) as the first point



    vNext = other vertex incident to e



    add full(vNext) to c



    remove e from edgeSet



    while (vNext not in criticalSet)



      e = unique other edge in edgeSet



      incident to vNext



      remove e from edgeSet



      vNext = other vertex incident to e



      add full(vNext) to c



-- process non-critical loops



while edgeSet isn't empty



  e = some edge in edgeSet



  remove e from edgeSet



  vStart = v = org e



  c = new curve



  add full(v) to c



  while (dest e != v)



    add full(dest e) to c



    advance e



    remove e from edgeSet



    add full(dest e) to c










In various embodiments, accordingly, a new robust and controllable method for transferring data between meshes of substantially different topology and geometry can be implemented using feature curves. As discussed above, the input to the basic method can include a source mesh (e.g., possessing a set of scalar fields to be transferred), a network of feature curves on the source mesh, a destination mesh to receive the data, and a corresponding network of feature curves on the destination. From this input, a correspondence can be generated between all continuously varying points of the two surfaces. Information can be shared based on the correspondence, such that each scalar field on the source is mapped through the correspondence to define a scalar field on the destination.
FIG. 7 is a block diagram of computer system 700 that may be used to implement or practice various embodiments of an invention whose teachings may be presented herein. FIG. 7 is merely illustrative of a general-purpose computer system or specific information processing device for an embodiment incorporating an invention whose teachings may be presented herein and does not limit the scope of the invention as recited in the claims. One of ordinary skill in the art would recognize other variations, modifications, and alternatives.
In one embodiment, computer system 700 can include monitor 710, computer 720, keyboard 730, user input device 740, computer interfaces 750, or the like. Monitor 710 may typically include familiar display devices, such as a television monitor, a cathode ray tube (CRT), a liquid crystal display (LCD), or the like. Monitor 710 may provide an interface to user input device 740, such as incorporating touch screen technologies.
Computer 720 may typically include familiar computer components, such as processor 760 and one or more memories or storage devices, such as random access memory (RAM) 770, one or more disk drives 780, graphics processing unit (GPU) 785, or the like. Computer 720 may include system bus 790 interconnecting the above components and providing functionality, such as inter-device communication.
In further embodiments, computer 720 may include one or more microprocessors (e.g., single core and multi-core) or micro-controllers, such as PENTIUM, ITANIUM, or CORE 2 processors from Intel of Santa Clara, Calif. and ATHLON, ATHLON XP, and OPTERON processors from Advanced Micro Devices of Sunnyvale, Calif. Further, computer 720 may include one or more hypervisors or operating systems, such as WINDOWS, WINDOWS NT, WINDOWS XP, VISTA, or the like from Microsoft or Redmond, Wash., SOLARIS from Sun Microsystems, LINUX, UNIX, and UNIX-based operating system.
In various embodiments, user input device 740 may typically be embodied as a computer mouse, a trackball, a track pad, a joystick, a wireless remote, a drawing tablet, a voice command system, an eye tracking system, or the like. User input device 740 may allow a user of computer system 700 to select objects, icons, text, user interface widgets, or other user interface elements that appear on monitor 710 via a command, such as a click of a button or the like.
In some embodiments, computer interfaces 750 may typically include a communications interface, an Ethernet card, a modem (telephone, satellite, cable, ISDN), (asynchronous) digital subscriber line (DSL) unit, FireWire interface, USB interface, or the like. For example, computer interfaces 750 may be coupled to a computer network, to a FireWire bus, a USB hub, or the like. In other embodiments, computer interfaces 750 may be physically integrated as hardware on the motherboard of computer 720, may be implemented as a software program, such as soft DSL or the like, or may be implemented as a combination thereof.
In various embodiments, computer system 700 may also include software that enables communications over a network, such as the Internet, using one or more communications protocols, such as the HTTP, TCP/IP, RTP/RTSP protocols, or the like. In some embodiments, other communications software and/or transfer protocols may also be used, for example IPX, UDP or the like, for communicating with hosts over the network or with a device directly connected to computer system 700.
RAM 770 and disk drive 780 are examples of machine-readable articles or computer-readable media configured to store information, such as computer programs, executable computer code, human-readable source code, shader code, rendering enginges, or the like, and data, such as image files, models including geometrical descriptions of objects, ordered geometric descriptions of objects, procedural descriptions of models, scene descriptor files, or the like. Other types of computer-readable storage media or tangible machine-accessible media include floppy disks, removable hard disks, optical storage media such as CD-ROMS, DVDs and bar codes, semiconductor memories such as flash memories, read-only-memories (ROMS), battery-backed volatile memories, networked storage devices, or the like.
In some embodiments, GPU 785 may include any conventional graphics processing unit. GPU 785 may include one or more vector or parallel processing units that may be user programmable. Such GPUs may be commercially available from NVIDIA, ATI, and other vendors. In this example, GPU 785 can include one or more graphics processors 793, a number of memories and/or registers 795, and a number of frame buffers 797.
As suggested, FIG. 7 is merely representative of a general-purpose computer system or specific data processing device capable of implementing or incorporating various embodiments of an invention presented within this disclosure. Many other hardware and/or software configurations may be apparent to the skilled artisan which are suitable for use in implementing an invention presented within this disclosure or with various embodiments of an invention presented within this disclosure. For example, a computer system or data processing device may include desktop, portable, rack-mounted, or tablet configurations. Additionally, a computer system or information processing device may include a series of networked computers or clusters/grids of parallel processing devices. In still other embodiments, a computer system or information processing device may techniques described above as implemented upon a chip or an auxiliary processing board.
Various embodiments of any of one or more inventions whose teachings may be presented within this disclosure can be implemented in the form of logic in software, firmware, hardware, or a combination thereof. The logic may be stored in or on a machine-accessible memory, a machine-readable article, a tangible computer-readable medium, a computer-readable storage medium, or other computer/machine-readable media as a set of instructions adapted to direct a central processing unit (CPU or processor) of a logic machine to perform a set of steps that may be disclosed in various embodiments of an invention presented within this disclosure. The logic may form part of a software program or computer program product as code modules become operational with a processor of a computer system or an information-processing device when executed to perform a method or process in various embodiments of an invention presented within this disclosure. Based on this disclosure and the teachings provided herein, a person of ordinary skill in the art will appreciate other ways, variations, modifications, alternatives, and/or methods for implementing in software, firmware, hardware, or combinations thereof any of the disclosed operations or functionalities of various embodiments of one or more of the presented inventions.
The disclosed examples, implementations, and various embodiments of any one of those inventions whose teachings may be presented within this disclosure are merely illustrative to convey with reasonable clarity to those skilled in the art the teachings of this disclosure. As these implementations and embodiments may be described with reference to exemplary illustrations or specific figures, various modifications or adaptations of the methods and/or specific structures described can become apparent to those skilled in the art. All such modifications, adaptations, or variations that rely upon this disclosure and these teachings found herein, and through which the teachings have advanced the art, are to be considered within the scope of the one or more inventions whose teachings may be presented within this disclosure. Hence, the present descriptions and drawings should not be considered in a limiting sense, as it is understood that an invention presented within a disclosure is in no way limited to those embodiments specifically illustrated.
Accordingly, the above description and any accompanying drawings, illustrations, and figures are intended to be illustrative but not restrictive. The scope of any invention presented within this disclosure should, therefore, be determined not with simple reference to the above description and those embodiments shown in the figures, but instead should be determined with reference to the pending claims along with their full scope or equivalents.

## Claims

1. A method for transferring information between computer-generated objects using a pair of feature curve networks, the method, the method comprising:
receiving, at one or more computer systems, information identifying a pair of meshes;
receiving, at the one or more computer systems, parameterization information for one mesh in the pair of meshes;
determining, with one or more processors associated with the one or more computer systems, a feature of the one mesh in the pair of meshes based on the parameterization information for the first mesh;
generating, with the one or more processors associated with the one or more computer systems, information defining at least one feature curve in a pair of feature curves in the pair of feature curve networks that is in correspondence with at least one feature curve on the other mesh in the pair of meshes in the other feature curve network in the pair of feature curve networks based on the determined feature of the one mesh;
generating, with the one or more processors associated with the one or more computer systems, a correspondence between the one mesh and the other mesh based on the pair of feature curve networks; and
storing the correspondence between the one mesh and the other mesh in a storage device associated with the one or more computer systems.

2. The method of claim 1 wherein determining, with the one or more processors associated with the one or more computer systems, the feature of the one mesh in the pair of meshes comprises inferring one or more features of the one mesh from a UV set associated with the one mesh.

3. The method of claim 1 wherein determining, with the one or more processors associated with the one or more computer systems, the feature of the one mesh in the pair of meshes comprises determining one or more features of the one mesh from one or more maps for the one mesh.

4. The method of claim 1 wherein determining, with the one or more processors associated with the one or more computer systems, the feature of the one mesh in the pair of meshes comprises determining one or more features of the one mesh from a harmonic parameterization for the one mesh.

5. The method of claim 1 wherein generating, with the one or more processors associated with the one or more computer systems, the correspondence between the one mesh and the other mesh comprises generating the correspondence based on one or more harmonic functions.

6. The method of claim 1 wherein generating, with the one or more processors associated with the one or more computer systems, the correspondence between the one mesh and the other mesh comprises generating a set of maps.

7. The method of claim 1 further comprising:
receiving information defining on the one mesh or the other mesh at least one user-defined feature curve; and
generating the pair of feature curve networks in response to the at least one user-defined feature curve and the at least one feature curve defined based on the determined feature of the one mesh.

8. The method of claim 1 further comprising:
sharing information between a first object associated with the one mesh and a second object associated with the other mesh based on the correspondence.

9. A non-transitory computer readable medium storing computer executable code for transferring information between computer-generated objects using a pair of feature curve networks, the non-transitory computer readable medium comprising:
code for receiving information identifying a pair of meshes;
code for receiving parameterization information for one mesh in the pair of meshes;
code for determining a feature of the one mesh in the pair of meshes based on the parameterization information for the first mesh;
code for generating information defining at least one feature curve in a pair of feature curves in the pair of feature curve networks that is in correspondence with at least one feature curve on the other mesh in the pair of meshes in the other feature curve network in the pair of feature curve networks based on the determined feature of the one mesh; and
code for generating a correspondence between the one mesh and the other mesh based on the pair of feature curve networks.

10. The non-transitory computer readable medium of claim 9 wherein the code for determining the feature of the one mesh in the pair of meshes comprises code for inferring one or more features of the one mesh from a UV set associated with the one mesh.

11. The non-transitory computer readable medium of claim 9 wherein code for determining the feature of the one mesh in the pair of meshes comprises code for determining one or more features of the one mesh from one or more maps for the one mesh.

12. The non-transitory computer readable medium of claim 9 wherein the code for determining the feature of the one mesh in the pair of meshes comprises code for configuring one or more features of the one mesh from a harmonic parameterization for the one mesh.

13. The non-transitory computer readable medium of claim 9 wherein the code for generating the correspondence between the one mesh and the other mesh comprises code for generating the correspondence based on one or more harmonic functions.

14. The non-transitory computer readable medium of claim 9 wherein the code for generating the correspondence between the one mesh and the other mesh comprises code for generating a set of maps.

15. The non-transitory computer readable medium of claim 9 further comprising:
code for receiving information defining on the one mesh or the other mesh at least one user-defined feature curve; and
code for generating the pair of feature curve networks in response to the at least one user-defined feature curve and the at least one feature curve defined based on the determined feature of the one mesh.

16. The non-transitory computer readable medium of claim 9 further comprising:
code for sharing information between a first object associated with the one mesh and a second object associated with the other mesh based on the correspondence.

17. A system for transferring information between computer-generated objects using a pair of feature curve networks, the system comprising:
a processor; and
a memory coupled to the processor, the memory configured to store a set of instructions which when executed by the processor become operational with the processor to:
receive information identifying a pair of meshes;
receive parameterization information for one mesh in the pair of meshes;
determine a feature of the one mesh in the pair of meshes based on the parameterization information for the first mesh;
generate information defining at least one feature curve in a pair of feature curves in the pair of feature curve networks that is in correspondence with at least one feature curve on the other mesh in the pair of meshes in the other feature curve network in the pair of feature curve networks based on the determined feature of the one mesh;
generate a correspondence between the one mesh and the other mesh based on the pair of feature curve networks; and
transfer information between the one mesh and the other mesh based on the correspondence between the one mesh and the other mesh.

18. The system of claim 17 wherein the instructions become operational with the processor to determine the feature of the one mesh in the pair of meshes in response to a UV set associated with the one mesh.

19. The system of claim 17 wherein the instructions become operational with the processor to determine the feature of the one mesh in the pair of meshes in response to one or more maps for the one mesh.

20. The system of claim 17 wherein the instructions become operational with the processor to determine the feature of the one mesh in the pair of meshes in response to a harmonic parameterization for the one mesh.