Nvidia corporation (20240104845). MESH TOPOLOGY GENERATION USING PARALLEL PROCESSING simplified abstract
Contents
- 1 MESH TOPOLOGY GENERATION USING PARALLEL PROCESSING
- 1.1 Organization Name
- 1.2 Inventor(s)
- 1.3 MESH TOPOLOGY GENERATION USING PARALLEL PROCESSING - A simplified explanation of the abstract
- 1.4 Simplified Explanation
- 1.5 Potential Applications
- 1.6 Problems Solved
- 1.7 Benefits
- 1.8 Potential Commercial Applications
- 1.9 Possible Prior Art
- 1.10 Original Abstract Submitted
MESH TOPOLOGY GENERATION USING PARALLEL PROCESSING
Organization Name
Inventor(s)
Pascal Gautron of Speracedes (FR)
Christoph Kubisch of Aachen (DE)
MESH TOPOLOGY GENERATION USING PARALLEL PROCESSING - A simplified explanation of the abstract
This abstract first appeared for US patent application 20240104845 titled 'MESH TOPOLOGY GENERATION USING PARALLEL PROCESSING
Simplified Explanation
The patent application describes techniques for generating topological data for a mesh in a computer-generated environment, focusing on identifying vertices with the same position and attributes, generating lists of adjacent triangles, and unique edges in the mesh.
- Techniques for generating topological data for a mesh in a computer-generated environment
- Identifying vertices with the same position and attributes
- Generating lists of adjacent triangles and unique edges in the mesh
- Well-suited for execution on highly parallel processors like graphics processing units
- Reducing the time to generate topological data
- Efficient use of the data by other computer graphics processing operations
Potential Applications
The technology can be applied in various fields such as computer graphics, virtual reality, augmented reality, video game development, and simulation software.
Problems Solved
- Efficiently generating topological data for meshes
- Identifying vertices with the same position and attributes
- Optimizing computer graphics processing operations
Benefits
- Faster generation of topological data
- Improved performance in computer graphics processing
- Enhanced realism in virtual environments
Potential Commercial Applications
Optimizing 3D modeling software Enhancing virtual reality experiences Improving video game graphics Streamlining simulation software development
Possible Prior Art
One possible prior art could be techniques for mesh simplification and optimization in computer graphics rendering.
Unanswered Questions
How does this technology compare to existing mesh processing techniques in terms of efficiency and accuracy?
This article does not provide a direct comparison between this technology and existing mesh processing techniques.
What are the potential limitations or drawbacks of implementing this technology in real-world applications?
The article does not address any potential limitations or drawbacks of implementing this technology in real-world applications.
Original Abstract Submitted
various embodiments include techniques for generating topological data for a mesh included in a computer-generated environment. the mesh includes simple geometric shapes, such as triangles. the disclosed techniques identify vertices in the mesh that have the same position and have identical attributes, such as color, normal vector, and texture coordinates. the disclosed techniques further identify vertices in the mesh that have the same position but differ in one or more attributes. the techniques generate lists of the triangles that are adjacent to each vertex included in the mesh. the techniques generate a list of the unique edges included in the mesh. further, the techniques are well suited for execution on highly parallel processors, such as graphics processing units, thereby reducing the time to generate this topological data. the topological data may then be efficiently used by other computer graphics processing operations.