- Number
- 20210407199
- Published
- 2021-12-30
- Filed
- 2020-07-16
- Assignee
- Lucasfilm Entertainment Company Ltd.
- Inventors
- Mullenhoff; Colette
- CPC
- G06F3/04842; G06T17/205; G06T19/20; G06F3/04845; G06T17/20
- Verdict
- Low Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
3D-mesh editing production tool (edge-loop selection).
Abstract
A method of edge loop selection includes accessing a polygon mesh; receiving a selection of a first edge connected to a first non-four-way intersection vertex; receiving, after receiving the selection of the first edge, a selection of a second edge connected to the first non-four-way intersection vertex; in response to receiving a command invoking an edge loop selection process: evaluating a topological relationship between the first edge and the second edge; determining a rule for processing a non-four-way intersection vertex based on the topological relationship between the first edge and the second edge; and completing an edge loop by, from the second edge, processing each respective four-way intersection vertex by choosing a middle edge as a next edge at the respective four-way intersection vertex, and processing each respective non-four-way intersection vertex based on the rule.
Background
BACKGROUND
In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object. The faces can include triangles (triangle mesh), quadrilaterals (quads), or other simple polygons (n-gons). An edge loop can refer to a set of connected edges across a surface. In some cases, the last edge meets again with the first edge, thus forming a complete loop. The set of edges can, for example, be the outer edges of a flat surface, or the edges surrounding a hole in a surface. Edge loops are useful in solid modeling, for example, in models that need to be animated, such as in animation film production. For example, in modeling a human face, edge loops can follow the orbicularis oculi muscle around the eyes and the orbicularis oris muscle around the mouth. An edge loop that mimics how real muscles work can provide control over contour and silhouette in any position. Conventional methods of edge loop selection can be tedious and time-consuming for an artist. Thus, there is a need for improved methods of edge loop selection. SUMMARY
According to some embodiments, a method of edge loop selection in computer graphics performed by a computer system includes accessing a polygon mesh. The polygon mesh includes a plurality of vertices and a plurality of edges associated with the plurality of vertices. The method further includes receiving, via an input device of the computer system, a selection of a firs
Claims
1. A method of edge loop selection in computer graphics performed by a computer system, the method comprising: accessing a polygon mesh comprising a plurality of vertices and a plurality of edges associated with the plurality of vertices; receiving, via an input device of the computer system, a selection of a first edge connected to a first non-four-way intersection vertex; receiving, via the input device and after receiving the selection of the first edge, a selection of a second edge connected to the first non-four-way intersection vertex; and in response to receiving, via the input device, a command invoking an edge loop selection process: determining a number of edge(s) that is skipped from the first edge to the second edge on a left side or on a right side; determining a rule for selecting a next edge at a non-four-way intersection vertex based on the number of edge(s) that is skipped from the first edge to the second edge on a left side or on a right side; and completing an edge loop by, from the second edge and continuing in a direction from the first edge to the second edge: at each respective four-way intersection vertex, selecting a middle edge as the next edge at the respective four-way intersection vertex; and at each respective non-four-way intersection vertex, selecting the next edge based on the rule. ||
12. A computer product comprising a non-transitory computer readable medium storing a plurality of instructions that when executed control a computer system to select an edge loop, the instructions comprising: accessing a polygon mesh comprising a plurality of vertices and a plurality of edges associated with the plurality of vertices; receiving, via an input device of the computer system, a selection of a first edge connected to a first vertex; receiving, via the input device and after receiving the selection of the first edge, a selection of a second edge connected to the first vertex; and in response to receiving, via the input device, a command invoking an edge loop selection process: determining a number of edge(s) that is skipped from the first edge to the second edge on a left side or on a right side; determining a rule for selecting a next edge at each of future vertices based on the number of edge(s) that is skipped from the first edge to the second edge on a left side or on a right side; and completing the edge loop by, proceeding from the second edge and continuing in a direction from the first edge to the second edge, selecting the next edge at each of the future vertices based on the rule. ||
16. A method of edge loop selection in computer graphics performed by a computer system, the method comprising: accessing a polygon mesh comprising a plurality of vertices and a plurality of edges associated with the plurality of vertices; receiving, via an input device of the computer system, a selection of a first edge connected to a first four-way intersection vertex; receiving, via the input device and after receiving the selection of the first edge, a selection of a second edge connected to the first four-way intersection vertex, wherein one edge is skipped from the first edge to the second edge; and in response to receiving, via the input device, a command invoking an edge loop selection process, completing an edge loop by, from the second edge and continuing in a direction from the first edge to the second edge: at each respective four-way intersection vertex, selecting a middle edge as a next edge at the respective four-way intersection vertex, and at each respective non-four-way intersection vertex, selecting the next edge based on a default rule.