4.7 Article

Example-Based Wrinkle Synthesis for Clothing Animation

期刊

ACM TRANSACTIONS ON GRAPHICS
卷 29, 期 4, 页码 -

出版社

ASSOC COMPUTING MACHINERY
DOI: 10.1145/1778765.1778844

关键词

Clothing animation; cloth simulation; example-based animation; wrinkles; precomputed animation

资金

  1. UC Lab Fees Research Program [09-LR-01-118889-OBRJ]
  2. California Discovery [COM09S-156646]
  3. ONR YIP [N00014-10-1-0032]
  4. NSF [IIS-0915462, IIS-0924968]
  5. Direct For Computer & Info Scie & Enginr [0915462] Funding Source: National Science Foundation
  6. Div Of Information & Intelligent Systems [0915462] Funding Source: National Science Foundation

向作者/读者索取更多资源

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in close-fitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure's kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates.

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