28 research outputs found

    Interactive animation of cloth including self collision

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    We describe a system for interactive animation of cloth, which can be used in e-commerce applications, games or even in virtual prototyping systems. In order not to restrict the shape of the cloth we use a triangulated mesh, which serves as basis of a mass-spring system. For the animation of the particles internal and external forces are considered. Since cloth is a very rigid material when stretched, extremely large forces occur in such a system. Several methods have been described in the recent years to solve the underlying differential equations efficiently. We describe an algorithm which replaces the internal cloth forces by several constraints and therefore can easily take large time steps. These constraints can be parameterized to generate different behavior of the simulated cloth. Furthermore we provide an algorithm for an efficient avoidance of self collisions. For these reasons very plausible animations of cloth at interactive rates are possible with our system

    Distance Fields for Rapid Collision Detection in Physically Based Modeling

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    In this paper we address the problem of rapid distance computation between rigid objects and highly deformable objects, which is important in the context of physically based modeling of e.g hair or clothing. Our method is in particular useful when modeling deformable objects with particle systems—the most common approach to simulate such objects. We combine some already known techniques about distance fields into an algorithm for rapid collision detection. Only the rigid objects of an environment are represented by distance fields. In the context of proximity queries, which are essential for proper collision detection, this representation has two main advantages: First, any given boundary representation can be approximated quite easily, no high-degree polynomials or complicated approximation algorithms are needed. Second, the evaluation of distances and normals needed for collision response is extremely fast and independent of the complexity of the object. In the course of the paper we propose a simple, but fast algorithm for partial distance field computation. The sources are triangular meshes. Then, we present our approach for collision detection in detail. Examples from an interactive cloth animation system show the advantages of our approach in practice. We conclude that our method allows real-time animations of complex deformable objects in non-trivial environments on standard PC hardware

    Simulation and Visualisation of Virtual Textiles for Virtual Try-On

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    In this article we present the whole process chain from the choice of clothes up to the final visualisation and the individual evaluation of fit. First, the automatic prepositioning, providing a good initial simulation state for the cloth-patterns with according seam information. Second, the physical simulation calculating the drape of the garment, where measured material data are integrated. Finally the realistic and interactive visualisation using measured reflection properties and natural illuminations provides the Look & Feel of the materials

    Simulation and Visualisation of Virtual Textiles for Virtual Try-On

    No full text
    In this article we present the whole process chain from the choice of clothes up to the final visualisation and the individual evaluation of fit. First, the automatic prepositioning, providing a good initial simulation state for the cloth-patterns with according seam information. Second, the physical simulation calculating the drape of the garment, where measured material data are integrated. Finally the realistic and interactive visualisation using measured reflection properties and natural illuminations provides the Look & Feel of the materials
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