US 12,327,313 B2
Patch generation for dynamic mesh coding
Danillo Graziosi, Flagstaff, AZ (US); Alexandre Zaghetto, San Jose, CA (US); and Ali Tabatabai, Cupertino, CA (US)
Assigned to SONY GROUP CORPORATION, Tokyo (JP); and SONY CORPORATION OF AMERICA, New York, NY (US)
Filed by SONY GROUP CORPORATION, Tokyo (JP); and Sony Corporation of America, New York, NY (US)
Filed on Nov. 15, 2022, as Appl. No. 17/987,846.
Claims priority of provisional application 63/269,910, filed on Mar. 25, 2022.
Prior Publication US 2023/0306684 A1, Sep. 28, 2023
Int. Cl. G06T 17/20 (2006.01); G06T 5/77 (2024.01); G06T 7/13 (2017.01); G06T 7/50 (2017.01); G06V 10/26 (2022.01); G06V 10/764 (2022.01)
CPC G06T 17/20 (2013.01) [G06T 5/77 (2024.01); G06T 7/13 (2017.01); G06T 7/50 (2017.01); G06V 10/26 (2022.01); G06V 10/764 (2022.01)] 18 Claims
OG exemplary drawing
 
1. A method of patch generation comprising:
computing face normals of triangles;
computing face adjacency of the triangles;
computing face neighbors of the triangles, wherein computing face adjacency of the triangles and computing face neighbors of the triangles includes generating lists of adjacent triangles and neighboring triangles, wherein generating lists of the adjacent triangles and the neighboring triangles includes factoring in a texture map boundary;
implementing initial segmentation including classifying the face normals of the triangles;
performing refinement including locating and smoothing outliers in the classified normals;
performing patch segmentation of the triangles; and
generating a mesh based on the patch segmentation of the triangles.