US2022343519A1PendingUtilityA1

Variable transforms for three-dimensional engines

Assignee: VMWARE INCPriority: Aug 24, 2020Filed: Jul 11, 2022Published: Oct 27, 2022
Est. expiryAug 24, 2040(~14.1 yrs left)· nominal 20-yr term from priority
G06T 7/344G06T 7/37G06T 2219/2004G06T 17/10A63F 13/52A63F 13/63G06T 19/20
58
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Claims

Abstract

Disclosed are various embodiments of variable transform systems for three-dimensional engines. In some aspects, a custom transform editor interface overrides a user interface included with a 3D engine to enable interactions according to a non-native coordinate system that is different from a native coordinate system of the 3D engine. An initial mesh that specifies a initial vertex positions is intercepted. The initial mesh is modified into a modified mesh with polygons that are aligned to the non-native coordinate system. The custom transform editor interface renders the modified mesh as polygons that are aligned to the non-native coordinate system rather than the native coordinate system of the 3D engine.

Claims

exact text as granted — not AI-modified
Therefore, the following is claimed: 
     
         1 . A non-transitory computer-readable medium comprising machine-readable instructions that, when executed by at least one processor, cause at least one computing device to at least:
 generate a custom transform editor interface that overrides a base transform editor interface included with a 3D engine and enables interactions according to a non-native coordinate system that is different from a native coordinate system of the 3D engine;   intercept, by mesh modifier instructions, an initial mesh that specifies a plurality of initial vertex positions;   modify, by the mesh modifier instructions, the initial mesh into a modified mesh comprising a plurality of quads that are aligned to the non-native coordinate system by modification of at least a subset of the plurality of initial vertex positions; and   render, by the custom transform editor interface, the modified mesh comprising the plurality of quads that are aligned to the non-native coordinate system rather than the native coordinate system of the 3D engine.   
     
     
         2 . The non-transitory computer-readable medium of  claim 1 , wherein a plurality of vertices of the plurality of quads are evenly spaced in the non-native coordinate system. 
     
     
         3 . The non-transitory computer-readable medium of  claim 1 , wherein the mesh modifier instructions perform quad tessellation based at least in part on a tessellation value specified through the custom transform editor interface. 
     
     
         4 . The non-transitory computer-readable medium of  claim 3 , wherein the tessellation value specifies a subdivision size. 
     
     
         5 . The non-transitory computer-readable medium of  claim 3 , wherein the mesh modifier instructions extract a plurality of initial quads from initial vertex positions, and the quad tessellation subdivides a particular one of the initial quads into multiple quads to satisfy the tessellation value. 
     
     
         6 . The non-transitory computer-readable medium of  claim 1 , wherein the mesh modifier instructions perform UV mapping of the modified mesh. 
     
     
         7 . The non-transitory computer-readable medium of  claim 1 , wherein the mesh modifier instructions perform UV mapping of the modified mesh to accommodate at least one additional vertex added by quad tessellation that subdivides a quad into multiple quads. 
     
     
         8 . A system, comprising:
 at least one computing device comprising at least one processor and at least one memory; and   machine-readable instructions accessible to the at least one computing device, wherein the instructions, when executed by the at least one processor, cause the at least one computing device to at least:
 generate a custom transform editor interface that overrides a user interface included with a 3D engine and enables interactions according to a non-native coordinate system that is different from a native coordinate system of the 3D engine; 
 intercept, by mesh modifier instructions, an initial mesh that specifies a plurality of initial vertex positions; 
 modify, by the mesh modifier instructions, the initial mesh into a modified mesh comprising a plurality of quads that are aligned to the non-native coordinate system by modification of at least a subset of the plurality of initial vertex positions; and 
 render, by the custom transform editor interface, the modified mesh comprising the plurality of quads that are aligned to the non-native coordinate system rather than the native coordinate system of the 3D engine. 
   
     
     
         9 . The system of  claim 8 , wherein a plurality of vertices of the plurality of quads are evenly spaced in the non-native coordinate system. 
     
     
         10 . The system of  claim 8 , wherein the mesh modifier instructions perform tessellation based at least in part on a tessellation value identified by the custom transform editor interface. 
     
     
         11 . The system of  claim 10 , wherein the tessellation value specifies a subdivision size. 
     
     
         12 . The system of  claim 10 , wherein the mesh modifier instructions extract a plurality of initial quads from initial vertex positions, and the tessellation subdivides a particular one of the initial quads to satisfy the tessellation value. 
     
     
         13 . The system of  claim 8 , wherein the mesh modifier instructions perform UV mapping of the modified mesh. 
     
     
         14 . The system of  claim 8 , wherein the mesh modifier instructions perform UV mapping of the modified mesh to accommodate at least one additional vertex added by tessellation that subdivides a quad. 
     
     
         15 . A method implemented by instructions executed by at least one computing device, the method comprising:
 generating a custom transform editor interface that overrides a user interface included with a 3D engine and enables interactions according to a non-native coordinate system that is different from a native coordinate system of the 3D engine;   intercepting, by mesh modifier instructions, an initial mesh that specifies a plurality of initial vertex positions;   modifying, by the mesh modifier instructions, the initial mesh into a modified mesh comprising a plurality of polygons that are aligned to the non-native coordinate system by modification of at least a subset of the plurality of initial vertex positions; and   rendering, by the custom transform editor interface, the modified mesh comprising the plurality of polygons that are aligned to the non-native coordinate system.   
     
     
         16 . The method of  claim 15 , wherein a plurality of vertices of the plurality of polygons are evenly spaced in the non-native coordinate system. 
     
     
         17 . The method of  claim 15 , wherein the mesh modifier instructions perform tessellation based at least in part on a tessellation value specified through the custom transform editor interface. 
     
     
         18 . The method of  claim 17 , wherein the tessellation value specifies a subdivision size. 
     
     
         19 . The method of  claim 17 , wherein the mesh modifier instructions extract a plurality of initial polygons from initial vertex positions, and the tessellation subdivides a particular one of the initial polygons into multiple polygons to satisfy the tessellation value. 
     
     
         20 . The method of  claim 15 , wherein the mesh modifier instructions perform UV mapping of the modified mesh to accommodate at least one additional vertex added by tessellation that subdivides a polygon into multiple polygons.

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