Example-based wrinkle synthesis for clothing animation

Example-based wrinkle synthesis for clothing animation
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DOI:
10.1145/1833349.1778844
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发表时间:
2010-07
期刊:
ACM SIGGRAPH 2010 papers
影响因子:
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通讯作者:
Huamin Wang;Florian Hecht;R. Ramamoorthi;J. F. O'Brien
Huamin Wang;Florian Hecht;R. Ramamoorthi;J. F. O'Brien
中科院分区:
其他
文献类型:
--
作者:
Huamin Wang;Florian Hecht;R. Ramamoorthi;J. F. O'Brien

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本文描述了一种使服装(如裤子或衬衫)的外观栩栩如生的方法,使其与人物的身体紧密贴合。与宽松的连衣裙或披肩等飘逸的布料相比,这些类型的服装涉及几乎连续的碰撞接触和小褶皱,这对于传统的布料模拟方法来说可能是麻烦的。基于对贴身服装褶皱主要以运动方式表现的观察,我们开发了一种基于实例的褶皱合成技术。我们的方法从图形的运动骨架的位姿驱动皱纹生成。这种方法可以将高质量的服装褶皱与粗布模拟相结合,计算服装运动的全局和动态方面。虽然综合结果与高分辨率参考模拟并不完全匹配,但它们确实捕捉到了许多特征的精细尺度特征和皱纹。此外,该组合系统以交互速率运行,使其适用于高分辨率离线模拟无法实现的应用。皱纹合成方法使用了一个预先计算的数据库,该数据库是通过模拟高分辨率的服装来建立的,因为铰接的人物在一系列姿势上移动。原则上,姿态空间是自由度总数的指数;然而,衣服褶皱主要受最近的关节影响,允许每个关节独立处理。在合成过程中,采用网格插值法考虑多个关节的影响,并结合粗仿真得到交互速率下的最终结果。
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.