The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
May. 20, 2025

Filed:

Aug. 18, 2022
Applicant:

Streem, Llc, Portland, OR (US);

Inventors:

Flora Ponjou Tasse, London, GB;

Pavan Kumar Kamaraju, London, GB;

Ghislain Fouodji Tasse, London, GB;

Assignee:

STREEM, LLC, Portland, OR (US);

Attorney:
Primary Examiner:
Int. Cl.
CPC ...
G06T 15/04 (2011.01); G06T 7/11 (2017.01); G06T 17/20 (2006.01); G06T 19/20 (2011.01);
U.S. Cl.
CPC ...
G06T 15/04 (2013.01); G06T 7/11 (2017.01); G06T 17/20 (2013.01); G06T 19/20 (2013.01); G06T 2219/2012 (2013.01);
Abstract

Real-time local live texturing of a 3D mesh includes adding keyframes that partially overlap in a sequence of frames to a queue of keyframes. When changes to a property of the 3D mesh created from the sequence of frames meet a predetermined threshold, the face vertices are project into RGB images of the keyframes to test visibility, and the keyframes from which the face is visible is added to a visible keyframe list for each of the faces. A most recently added keyframe from the queue of keyframes is assigned to each face in the 3D mesh, and the 3D mesh is divided into mesh segments based on the assigned keyframes. The keyframe assigned to each of the mesh segments is used to compute texture coordinates for vertices in the respective mesh segment, and an image in the keyframe is assigned as a texture for the respective mesh segment. Colors from the visible keyframe list associated with each of the vertices are averaged into a single RGB value, and the RGB value is assigned to the vertex.


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