30 research outputs found

    Practical and realistic animation of cloth

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    In this paper, we propose a system for the practical animation of cloth materials. A mass spring based cloth model is used. Explicit time integration methods are used to solve the equations of motion. We update the spring constants dynamically according to the net force acting on them. In this way, spring constants do not grow arbitrarily to introduce numerical instability and realistic cloth appearance without over elongation is obtained. ยฉ 2007 IEEE

    ๋Œ€์นญ์ ์ธ ์˜์ƒ์˜ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๊ฐ€์†์„ ์œ„ํ•œ ํŒจํ„ด ๋ฏธ๋Ÿฌ๋ง ์•Œ๊ณ ๋ฆฌ์ฆ˜

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    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2019. 2. ๊ณ ํ˜•์„.๋ณธ ๋…ผ๋ฌธ์€ ์˜์ƒ-๋ฐ”๋”” ์‹œ๋ฎฌ๋ ˆ์ด์…˜์˜ ์†๋„ ํ–ฅ์ƒ์„ ์œ„ํ•œ ํŒจํ„ด๋ฏธ๋Ÿฌ๋ง ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•œ๋‹ค. ์ด ๋ฐฉ๋ฒ•์€ ๋ชธ ๋งค์‰ฌ์™€ ์˜ท์˜ ํŒจ๋„์ด ์œ„์น˜ํ•œ Y-Zํ‰๋ฉด์— ๋Œ€ํ•ด ๋Œ€์นญ์ผ ๊ฒฝ์šฐ์— ์‚ฌ์šฉ๊ฐ€๋Šฅํ•˜๋‹ค. ๋ณดํ†ต์˜ ๋‚จ์„ฑ๋ณต์ด๋‚˜ ๊ธฐ์„ฑ๋ณต๊ณผ ๊ฐ™์€ ์˜ท์ด ์ขŒ์šฐ๊ฐ€ ๋Œ€์นญ์ธ ๊ฒฝ์šฐ๊ฐ€ ๋งŽ๋‹ค. ๊ธฐ์กด ์‹œ๋ฎฌ๋ ˆ์ด์…˜์—์„œ๋Š” ๋ชจ๋“  ์˜ท์˜ ์ •์ ๋“ค์— ๋Œ€ํ•ด conjugate gradient ๋ฐฉ๋ฒ•์„ ์ด์šฉํ•ด ์‹œ์Šคํ…œ ํ–‰๋ ฌ์„ ํ’€์—ˆ๋‹ค. ๋ฌธ์ œ๋Š” conjugate gradient ๋ฐฉ๋ฒ•์€ ์ •์  ์ˆ˜์— ๋Œ€ํ•ด ์ง€์ˆ˜์ ์ธ ์‹œ๊ฐ„ ๋ณต์žก๋„๋ฅผ ๊ฐ€์ง€๋ฏ€๋กœ, ๊ณ ํ•ด์ƒ๋„๋ฅผ ์œ„ํ•ด ์ •์ ์˜ ์ˆ˜๊ฐ€ ์ฆ๊ฐ€ํ• ์ˆ˜๋ก ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ์‹œ๊ฐ„์ด ์ง€์ˆ˜์ ์œผ๋กœ ์ฆ๊ฐ€ํ•œ๋‹ค๋Š” ๊ฒƒ์ด๋‹ค. Pattern Mirroring ๋ฐฉ๋ฒ•์„ ์ด์šฉํ•˜๋ฉด ๊ณ„์‚ฐํ•ด์•ผํ•˜๋Š” ์‹œ์Šคํ…œ ๋ฐฉ์ •์‹์˜ ์–‘์ด ๋ฐ˜์ ˆ๋กœ ์ค„์–ด๋“ค๊ธฐ ๋•Œ๋ฌธ์—, ์‹œ๋ฎฌ๋ ˆ์ด์…˜์— ํ•„์š”ํ•œ ์‹œ๊ฐ„๋„ ์ค„์–ด๋“ค๊ฑฐ๋ผ๊ณ  ๊ธฐ๋Œ€ํ•  ์ˆ˜ ์žˆ๋‹ค. ๊ฒฐ๊ณผ์ ์œผ๋กœ ํŒจํ„ด๋ฏธ๋Ÿฌ๋ง ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ด์šฉํ•˜๋ฉด 1.4๋ฐฐ (37%)์˜ ์†๋„ ํ–ฅ์ƒ์„ ๋ณด์˜€๋‹ค. 1์žฅ ๋„์ž…์—์„œ๋Š” ์˜ท์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•˜๋Š” ๊ณผ์ •์ธ ์‹œ์Šคํ…œ ๋ฐฉ์ •์‹์„ ํ‘ธ๋Š” ๋ฐฉ๋ฒ•, ์ถฉ๋Œ์ฒ˜๋ฆฌ๋ฅผ ํ•˜๋Š” ๋ฐฉ๋ฒ•์— ๋Œ€ํ•ด ์„ค๋ช…ํ•œ๋‹ค. iterative method์ธ conjugate gradient๊ฐ€ ์˜ท์˜ ์ •์ ๋“ค์˜ ์†๋„๋ฅผ ๊ฒฐ์ •ํ•˜๊ธฐ ์œ„ํ•ด ์‚ฌ์šฉ๋˜์—ˆ๋‹ค. 2์žฅ ๊ด€๋ จ ์—ฐ๊ตฌ์—์„œ๋Š” ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๊ฐ€์†ํ™”๋ฅผ ์œ„ํ•œ ์—ฐ๊ตฌ๋ฅผ ์†Œ๊ฐœํ•œ๋‹ค. 3์žฅ์—์„œ pattern mirroring ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์†Œ๊ฐœํ•œ๋‹ค. 4์žฅ์—์„œ๋Š” ํŒจํ„ด ๋ฏธ๋Ÿฌ๋ง ๋ฐฉ๋ฒ•์„ ์‚ฌ์šฉํ•œ๋‹ค๋ฉด ๋ฐœ์ƒํ•  ์ˆ˜ ์žˆ๋Š” ๋ฌธ์ œ๊ฐ€ ๋ช‡๊ฐ€์ง€ ์žˆ๋Š”๋ฐ, ์ด ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๋Š” ๋ฐฉ๋ฒ•์— ๋Œ€ํ•ด ์„ค๋ช…ํ•œ๋‹ค. 5์žฅ์—์„œ๋Š” ํŒจํ„ด ๋ฏธ๋Ÿฌ๋ง ๋ฐฉ๋ฒ•์„ ๊ธฐ์กด์˜ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๋ฐฉ๋ฒ•๊ณผ ๋น„๊ตํ•ด์„œ ์†๋„ ํ–ฅ์ƒ์„ ๋„ํ‘œ๋กœ ์ œ์‹œํ•˜๊ณ , ๊ฒฐ๊ณผ ์ด๋ฏธ์ง€๋ฅผ ๋น„๊ตํ•œ๋‹ค.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 ์ดˆ๋ก ๊ฐ์‚ฌ์˜๊ธ€Maste

    Haptic feedback from human tissues of various stiffness and homogeneity

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    This work presents methods for haptic modelling of soft and hard tissue with varying stiffness. The model provides visualization of deformation and calculates force feedback during simulated epidural needle insertion. A spring-mass-damper (SMD) network is configured from magnetic resonance image (MRI) slices of patientโ€™s lumbar region to represent varying stiffness throughout tissue structure. Reaction force is calculated from the SMD network and a haptic device is configured to produce a needle insertion simulation. The user can feel the changing forces as the needle is inserted through tissue layers and ligaments. Methods for calculating the force feedback at various depths of needle insertion are presented. Voxelization is used to fill ligament surface meshes with spring mass damper assemblies for simulated needle insertion into soft and hard tissues. Modelled vertebrae cannot be pierced by the needle. Graphs were produced during simulated needle insertions to compare the applied force to haptic reaction force. Preliminary saline pressure measurements during Tuohy epidural needle insertion are also used as a basis for forces generated in the simulation

    Modeling and estimation of internal friction in cloth

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    Force-deformation measurements of cloth exhibit significant hysteresis, and many researchers have identified internal friction as the source of this effect. However, it has not been incorporated into computer animation models of cloth. In this paper, we propose a model of internal friction based on an augmented reparameterization of Dahl's model, and we show that this model provides a good match to several important features of cloth hysteresis even with a minimal set of parameters. We also propose novel parameter estimation procedures that are based on simple and inexpensive setups and need only sparse data, as opposed to the complex hardware and dense data acquisition of previous methods. Finally, we provide an algorithm for the efficient simulation of internal friction, and we demonstrate it on simulation examples that show disparate behavior with and without internal friction

    Dynamic Cloth for the Digital Character

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    Cloth simulation tends to have a lingering reputation for being notoriously complex and therefore casually avoided. Very few artists are enthusiastic about a cloth simulator\u27s primary use, and perhaps even fewer would consider cloth simulation for anything other than clothing. This thesis presents typical practices of cloth simulation based on the artistic perspective of a Cloth Technical Director (TD) who worked on the animated feature film and applied case study, Cloudy with a Chance of Meatballs (2009). Through proof of concept using a generic character, simple props, and commercial software, key techniques are demonstrated to replicate the workflow of clothing the digital character as performed by artists at Sony Pictures Imageworks. The result is a set of methods aided to un-complicate the workflow of clothing the digital character

    RECREATING AND SIMULATING DIGITAL COSTUMES FROM A STAGE PRODUCTION OF \u3ci\u3eMEDEA\u3c/i\u3e

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    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

    Resolution independent curved seams in clothing animation using a regular particle grid

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    We present a method for representing seams in clothing animation, and its application in simulation level of detail. Specifically we consider cloth represented as a regular grid of particles connected by spring-dampers, and a seam specified by a closed set of parametric trim curves in the cloth domain. Conventional cloth animation requires the tessellation of seams so that they are handled uniformly by the dynamics process. Our goal is a seam definition which does not constrain the attached clothing panels to be of the same resolution, or even constant resolution, while not being a hindrance to the dynamics process. We also apply our seams to cloth defined on a regular grid, as opposed to the irregular meshes commonly used with seams. The determination of particles interior to the cloth panel can be done using wellknown graphics operations such as scan-conversion. Due to the particle-based nature of the simulation, the dynamics approach combines easily with existing implicit and explicit methods. Finally, because the seams are resolution independent, the particle density per clothing panel can be adjusted as desired. This gives rise to a simple application of the given seams approach illustrating how it may be used for simulation level of detail
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