1,440 research outputs found
PBNS: physically based neural simulation for unsupervised garment pose space deformation
We present a methodology to automatically obtain Pose Space Deformation (PSD) basis for rigged garments through deep learning. Classical approaches rely on Physically Based Simulations (PBS) to animate clothes. These are general solutions that, given a sufficiently fine-grained discretization of space and time, can achieve highly realistic results. However, they are computationally expensive and any scene modification prompts the need of re-simulation. Linear Blend Skinning (LBS) with PSD offers a lightweight alternative to PBS, though, it needs huge volumes of data to learn proper PSD. We propose using deep learning, formulated as an implicit PBS, to un-supervisedly learn realistic cloth Pose Space Deformations in a constrained scenario: dressed humans. Furthermore, we show it is possible to train these models in an amount of time comparable to a PBS of a few sequences. To the best of our knowledge, we are the first to propose a neural simulator for cloth. While deep-based approaches in the domain are becoming a trend, these are data-hungry models. Moreover, authors often propose complex formulations to better learn wrinkles from PBS data. Supervised learning leads to physically inconsistent predictions that require collision solving to be used. Also, dependency on PBS data limits the scalability of these solutions, while their formulation hinders its applicability and compatibility. By proposing an unsupervised methodology to learn PSD for LBS models (3D animation standard), we overcome both of these drawbacks. Results obtained show cloth-consistency in the animated garments and meaningful pose-dependant folds and wrinkles. Our solution is extremely efficient, handles multiple layers of cloth, allows unsupervised outfit resizing and can be easily applied to any custom 3D avatar
๋์นญ์ ์ธ ์์์ ์๋ฎฌ๋ ์ด์ ๊ฐ์์ ์ํ ํจํด ๋ฏธ๋ฌ๋ง ์๊ณ ๋ฆฌ์ฆ
ํ์๋
ผ๋ฌธ (์์ฌ)-- ์์ธ๋ํ๊ต ๋ํ์ : ๊ณต๊ณผ๋ํ ์ ๊ธฐยท์ ๋ณด๊ณตํ๋ถ, 2019. 2. ๊ณ ํ์.๋ณธ ๋
ผ๋ฌธ์ ์์-๋ฐ๋ ์๋ฎฌ๋ ์ด์
์ ์๋ ํฅ์์ ์ํ ํจํด๋ฏธ๋ฌ๋ง ๋ฐฉ๋ฒ์ ์ ์ํ๋ค. ์ด ๋ฐฉ๋ฒ์ ๋ชธ ๋งค์ฌ์ ์ท์ ํจ๋์ด ์์นํ Y-Zํ๋ฉด์ ๋ํด ๋์นญ์ผ ๊ฒฝ์ฐ์ ์ฌ์ฉ๊ฐ๋ฅํ๋ค. ๋ณดํต์ ๋จ์ฑ๋ณต์ด๋ ๊ธฐ์ฑ๋ณต๊ณผ ๊ฐ์ ์ท์ด ์ข์ฐ๊ฐ ๋์นญ์ธ ๊ฒฝ์ฐ๊ฐ ๋ง๋ค.
๊ธฐ์กด ์๋ฎฌ๋ ์ด์
์์๋ ๋ชจ๋ ์ท์ ์ ์ ๋ค์ ๋ํด conjugate gradient ๋ฐฉ๋ฒ์ ์ด์ฉํด ์์คํ
ํ๋ ฌ์ ํ์๋ค. ๋ฌธ์ ๋ conjugate gradient ๋ฐฉ๋ฒ์ ์ ์ ์์ ๋ํด ์ง์์ ์ธ ์๊ฐ ๋ณต์ก๋๋ฅผ ๊ฐ์ง๋ฏ๋ก, ๊ณ ํด์๋๋ฅผ ์ํด ์ ์ ์ ์๊ฐ ์ฆ๊ฐํ ์๋ก ์๋ฎฌ๋ ์ด์
์๊ฐ์ด ์ง์์ ์ผ๋ก ์ฆ๊ฐํ๋ค๋ ๊ฒ์ด๋ค. Pattern Mirroring ๋ฐฉ๋ฒ์ ์ด์ฉํ๋ฉด ๊ณ์ฐํด์ผํ๋ ์์คํ
๋ฐฉ์ ์์ ์์ด ๋ฐ์ ๋ก ์ค์ด๋ค๊ธฐ ๋๋ฌธ์, ์๋ฎฌ๋ ์ด์
์ ํ์ํ ์๊ฐ๋ ์ค์ด๋ค๊ฑฐ๋ผ๊ณ ๊ธฐ๋ํ ์ ์๋ค. ๊ฒฐ๊ณผ์ ์ผ๋ก ํจํด๋ฏธ๋ฌ๋ง ์๊ณ ๋ฆฌ์ฆ์ ์ด์ฉํ๋ฉด 1.4๋ฐฐ (37%)์ ์๋ ํฅ์์ ๋ณด์๋ค.
1์ฅ ๋์
์์๋ ์ท์ ์๋ฎฌ๋ ์ด์
ํ๋ ๊ณผ์ ์ธ ์์คํ
๋ฐฉ์ ์์ ํธ๋ ๋ฐฉ๋ฒ, ์ถฉ๋์ฒ๋ฆฌ๋ฅผ ํ๋ ๋ฐฉ๋ฒ์ ๋ํด ์ค๋ช
ํ๋ค. iterative method์ธ conjugate gradient๊ฐ ์ท์ ์ ์ ๋ค์ ์๋๋ฅผ ๊ฒฐ์ ํ๊ธฐ ์ํด ์ฌ์ฉ๋์๋ค. 2์ฅ ๊ด๋ จ ์ฐ๊ตฌ์์๋ ์๋ฎฌ๋ ์ด์
๊ฐ์ํ๋ฅผ ์ํ ์ฐ๊ตฌ๋ฅผ ์๊ฐํ๋ค. 3์ฅ์์ pattern mirroring ์๊ณ ๋ฆฌ์ฆ์ ์๊ฐํ๋ค. 4์ฅ์์๋ ํจํด ๋ฏธ๋ฌ๋ง ๋ฐฉ๋ฒ์ ์ฌ์ฉํ๋ค๋ฉด ๋ฐ์ํ ์ ์๋ ๋ฌธ์ ๊ฐ ๋ช๊ฐ์ง ์๋๋ฐ, ์ด ๋ฌธ์ ๋ฅผ ํด๊ฒฐํ๋ ๋ฐฉ๋ฒ์ ๋ํด ์ค๋ช
ํ๋ค. 5์ฅ์์๋ ํจํด ๋ฏธ๋ฌ๋ง ๋ฐฉ๋ฒ์ ๊ธฐ์กด์ ์๋ฎฌ๋ ์ด์
๋ฐฉ๋ฒ๊ณผ ๋น๊ตํด์ ์๋ ํฅ์์ ๋ํ๋ก ์ ์ํ๊ณ , ๊ฒฐ๊ณผ ์ด๋ฏธ์ง๋ฅผ ๋น๊ตํ๋ค.This paper describes the Pattern mirroring algorithm to reduce simulation time for cloth body simulation. This method is applicable for symmetric panel and symmetric body meshes centered on YZ plane: typically, man's suit and ready-make cloth is target of this method.
As the ordinal simulation method, apply conjugate gradient method to every vertices on cloth mesh in order to solve system matrix. The problem is that the time for simulation is getting longer as the number of cloth vertices increases for high resolution. This is because the time complexity of conjugate gradient is exponential. Using pattern mirroring method, size of system matrix equation is half comparing ordinal method. So I can expect that the time for simulation reduces. The proposed method reduces simulation time up to 1.4 times (37%), by halving the matrix size of the linear equation.
At chapter 1 introduction, describe the process of simulation, method of solving system equation and collision handling. An iterative method 'conjugate gradient method' is used to determine velocity of vertices of clothes.
At chapter 2 relative work, explain about previous acceleration research for cloth simulation. At chapter 3, explain Pattern mirroring algorithm. But some problems could occur when using this method. At chapter 4, suggest solutions to handle these artifact as post-process step. At chapter 5, represent table to comparing the average time to simulate cloth in ordinal method and pattern mirroring method. Also represent image to difference of two result. Finally at chapter 6, describe conclusion and limitation of Pattern mirroring algorithm.Abstract
Contents
List of Figures
List of Tables
1 Introduction
1.1 Time integration method
1.2 System matrix
1.3 Conjugate gradient method
1.4 Collision handling method
1.5 Overview of Pattern mirroring algorithm
2 Previous Work
3 Pattern Mirroring Method
3.1 1st step: Set Constraint Plane and Halving Mesh
3.2 2nd step: Simulation for Half Pane
3.3 3rd step: Mirroring Half Mesh
4 Artifacts Handling
4.1 Project crossed vertices at halving step
4.2 Penetration between original and mirrored mesh
5 Experiment Result
5.1 T-shirt
5.2 Jacket
6 Conclusion
Bibliography
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๊ฐ์ฌ์๊ธMaste
Real-time simulation and visualisation of cloth using edge-based adaptive meshes
Real-time rendering and the animation of realistic virtual environments and characters
has progressed at a great pace, following advances in computer graphics hardware
in the last decade. The role of cloth simulation is becoming ever more important in
the quest to improve the realism of virtual environments.
The real-time simulation of cloth and clothing is important for many applications
such as virtual reality, crowd simulation, games and software for online clothes shopping.
A large number of polygons are necessary to depict the highly
exible nature of
cloth with wrinkling and frequent changes in its curvature. In combination with the
physical calculations which model the deformations, the effort required to simulate
cloth in detail is very computationally expensive resulting in much diffculty for its
realistic simulation at interactive frame rates. Real-time cloth simulations can lack
quality and realism compared to their offline counterparts, since coarse meshes must
often be employed for performance reasons.
The focus of this thesis is to develop techniques to allow the real-time simulation of
realistic cloth and clothing. Adaptive meshes have previously been developed to act as
a bridge between low and high polygon meshes, aiming to adaptively exploit variations
in the shape of the cloth. The mesh complexity is dynamically increased or refined to
balance quality against computational cost during a simulation. A limitation of many
approaches is they do not often consider the decimation or coarsening of previously
refined areas, or otherwise are not fast enough for real-time applications.
A novel edge-based adaptive mesh is developed for the fast incremental refinement
and coarsening of a triangular mesh. A mass-spring network is integrated into
the mesh permitting the real-time adaptive simulation of cloth, and techniques are
developed for the simulation of clothing on an animated character
RECREATING AND SIMULATING DIGITAL COSTUMES FROM A STAGE PRODUCTION OF \u3ci\u3eMEDEA\u3c/i\u3e
This thesis investigates a technique to effectively construct and simulate costumes from a stage production Medea, in a dynamic cloth simulation application like Maya\u27s nDynamics. This was done by using data collected from real-world fabric tests and costume construction in the theatre\u27s costume studio. Fabric tests were conducted and recorded, by testing costume fabrics for drape and behavior with two collision objects. These tests were recreated digitally in Maya to derive appropriate parameters for the digital fabric, by comparing with the original reference. Basic mannequin models were created using the actors\u27 measurements and skeleton-rigged to enable animation. The costumes were then modeled and constrained according to the construction process observed in the costume studio to achieve the same style and stitch as the real costumes. Scenes selected and recorded from Medea were used as reference to animate the actors\u27 models. The costumes were assigned the parameters derived from the fabric tests to produce the simulations. Finally, the scenes were lit and rendered out to obtain the final videos which were compared to the original recordings to ascertain the accuracy of simulation. By obtaining and refining simulation parameters from simple fabric collision tests, and modeling the digital costumes following the procedures derived from real-life costume construction, realistic costume simulation was achieved
ISP: Multi-Layered Garment Draping with Implicit Sewing Patterns
Many approaches to draping individual garments on human body models are
realistic, fast, and yield outputs that are differentiable with respect to the
body shape on which they are draped. However, they are either unable to handle
multi-layered clothing, which is prevalent in everyday dress, or restricted to
bodies in T-pose. In this paper, we introduce a parametric garment
representation model that addresses these limitations. As in models used by
clothing designers, each garment consists of individual 2D panels. Their 2D
shape is defined by a Signed Distance Function and 3D shape by a 2D to 3D
mapping. The 2D parameterization enables easy detection of potential collisions
and the 3D parameterization handles complex shapes effectively. We show that
this combination is faster and yields higher quality reconstructions than
purely implicit surface representations, and makes the recovery of layered
garments from images possible thanks to its differentiability. Furthermore, it
supports rapid editing of garment shapes and texture by modifying individual 2D
panels.Comment: NeurIPS 202
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