31 research outputs found

    Deep Physics-aware Inference of Cloth Deformation for Monocular Human Performance Capture

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    Recent monocular human performance capture approaches have shown compelling dense tracking results of the full body from a single RGB camera. However, existing methods either do not estimate clothing at all or model cloth deformation with simple geometric priors instead of taking into account the underlying physical principles. This leads to noticeable artifacts in their reconstructions, such as baked-in wrinkles, implausible deformations that seemingly defy gravity, and intersections between cloth and body. To address these problems, we propose a person-specific, learning-based method that integrates a finite element-based simulation layer into the training process to provide for the first time physics supervision in the context of weakly-supervised deep monocular human performance capture. We show how integrating physics into the training process improves the learned cloth deformations, allows modeling clothing as a separate piece of geometry, and largely reduces cloth-body intersections. Relying only on weak 2D multi-view supervision during training, our approach leads to a significant improvement over current state-of-the-art methods and is thus a clear step towards realistic monocular capture of the entire deforming surface of a clothed human

    Multi-resolution isotropic strain limiting

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    In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion allowing isotropic behavior. Our method applies to both two-and three-dimensional strains, and only requires computing the singular value decomposition of the deformation gradient, either a small 2x2 or 3x3 matrix, for each element. We demonstrate its use with triangular and tetrahedral linear-basis elements. For triangulated surfaces in three-dimensional space, we also describe a complementary edge-angle-limiting method to limit out-of-plane bending. All of the limits are enforced through an iterative, non-linear, Gauss-Seidel-like constraint procedure. To accelerate convergence, we propose a novel multi-resolution algorithm that enforces fitted limits at each level of a non-conforming hierarchy. Compared with other constraint-based techniques, our isotropic multi-resolution strain-limiting method is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials. © 2010 ACM

    Example-based wrinkle synthesis for clothing animation

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    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 closefitting 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

    Rad21-Cohesin Haploinsufficiency Impedes DNA Repair and Enhances Gastrointestinal Radiosensitivity in Mice

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    Approximately half of cancer-affected patients receive radiotherapy (RT). The doses delivered have been determined upon empirical experience based upon average radiation responses. Ideally higher curative radiation doses might be employed in patients with genuinely normal radiation responses and importantly radiation hypersensitive patients would be spared the consequences of excessive tissue damage if they were indentified before treatment. Rad21 is an integral subunit of the cohesin complex, which regulates chromosome segregation and DNA damage responses in eukaryotes. We show here, by targeted inactivation of this key cohesin component in mice, that Rad21 is a DNA-damage response gene that markedly affects animal and cell survival. Biallelic deletion of Rad21 results in early embryonic death. Rad21 heterozygous mutant cells are defective in homologous recombination (HR)-mediated gene targeting and sister chromatid exchanges. Rad21+/− animals exhibited sensitivity considerably greater than control littermates when challenged with whole body irradiation (WBI). Importantly, Rad21+/− animals are significantly more sensitive to WBI than Atm heterozygous mutant mice. Since supralethal WBI of mammals most typically leads to death via damage to the gastrointestinal tract (GIT) or the haematopoietic system, we determined the functional status of these organs in the irradiated animals. We found evidence for GIT hypersensitivity of the Rad21 mutants and impaired bone marrow stem cell clonogenic regeneration. These data indicate that Rad21 gene dosage is critical for the ionising radiation (IR) response. Rad21 mutant mice thus represent a new mammalian model for understanding the molecular basis of irradiation effects on normal tissues and have important implications in the understanding of acute radiation toxicity in normal tissues

    Bending models for thin flexible objects

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    Textiles usually exhibit much larger resistance to in-plane deformation than to bending deformation. However, the latter essentially determines the formation of folds and wrinkles which in turn govern the overall appearance of the cloth. The resulting numerical problem is inherently stiff and hence susceptible to instability. This overview is devoted to a closer investigation of bending deformation. Approaches known from the field of engineering can describe the problem of bending in a physically accurate way. However, the nature of the governing equations is such that they cannot be discretised with the standard methods currently used in cloth simulation. Since curvature is a central variable, we introduce related concepts from differential geometry and describe the transition to the discrete setting. Different approaches are discussed and demands on an approach for correctly modelling the bending behaviour of cloth are formulated

    Modelling effects of wind fields in cloth animations

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    In this paper we show how to incorporate effects of wind fields in cloth animations. We discuss two different approaches to model force fields describing air motion and show how these models can be augmented to exhibit interaction with deformable thin objects such as textiles. The first model is based on the Navier-Stokes equations, while the second method extends simple particle tracing methods by the effect of lee. In each case, we present a method for simulating the interaction of cloth movements with the wind field. Both methods have been integrated in an existing cloth simulation system, and we compare their respective advantages and disadvantages

    Abstract Physically based simulation of cloth on distributed memory architectures

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    Physically based simulation of cloth in virtual environments is a computationally demanding problem. It involves modeling the internal material properties of the textile (physical modeling) and also treating interactions with the surrounding scene (collision handling). In this paper, we present an approach to parallel cloth simulation designed for distributed memory parallel architectures, particularly clusters built of commodity components. We discuss parallel techniques for the physical modeling phase as well as for the collision handling phase which can significantly reduce the respective computation times. To deal with the very fine granularity of the physical modeling phase we apply a static data decomposition approach based on graph partitioning. In order to cope with the high irregularity of the collision handling phase we employ taskparallel techniques based on fully dynamic problem decomposition. We show how both techniques can be integrated into a robust parallel cloth simulation method which can deal with considerably complex scenes
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