Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2005
DOI: 10.1145/1073368.1073384
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An art-directed wrinkle system for CG character clothing

Abstract: We present a kinematic system for creating art-directed wrinkles on costumes for CG characters. This system employs a curve-based method for creating wrinkles on reference poses, which are incorporated into a weighted matching algorithm that generates wrinkle deformations on an animated character. The wrinkle creation tool is intuitive to use and accommodates art direction. The user can easily transfer wrinkle patterns to different characters, costumes, and body types. The algorithm for evaluating wrinkles mea… Show more

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Cited by 27 publications
(19 citation statements)
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“…Geometrically modeled fine wrinkle details were mapped onto a physically simulated cloth mesh using these methods. Texture-based wrinkle modeling method was introduced by Hadap et al (1999) for cloth simulation [41]. Deformation details will be generated through this method by considering basis as bump map which will be created by a user on a physically simulated bristly cloth object.…”
Section: Geometrical Based Virtual Clothing Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Geometrically modeled fine wrinkle details were mapped onto a physically simulated cloth mesh using these methods. Texture-based wrinkle modeling method was introduced by Hadap et al (1999) for cloth simulation [41]. Deformation details will be generated through this method by considering basis as bump map which will be created by a user on a physically simulated bristly cloth object.…”
Section: Geometrical Based Virtual Clothing Methodsmentioning
confidence: 99%
“…Deformation details will be generated through this method by considering basis as bump map which will be created by a user on a physically simulated bristly cloth object. Kinematic method for generating wrinkles on cloth for Computer Generated (CG) characters was proposed by Cutler et al (2005) [42]. Through this method, they were able to find out that these similarities could be revealed only on tight fit cloth.…”
Section: Geometrical Based Virtual Clothing Methodsmentioning
confidence: 99%
“…The height patterns, drawn by a designer, are scaled based on the compression of the coarse cloth geometry. Cutler et al [4] developed a wrinkle generation system for cloth animation, that uses curve-based wrinkle patterns created by a designer for each sample pose. These sample patterns are then blended according to a stress map, computed from the coarse cloth geometry, to generate the final wrinkles.…”
Section: Related Workmentioning
confidence: 99%
“…These sample patterns are then blended according to a stress map, computed from the coarse cloth geometry, to generate the final wrinkles. Our method uses the height patterns created by a designer as input in a similar way to [6] and [4]. However, we deform the height patterns according to the joint angles, and not the compression of the geometry, because this is more suited to human skins.…”
Section: Related Workmentioning
confidence: 99%
“…However interpolating wrinkle directions on a texture map leads to unrealistic fading in and out of wrinkles during animation. Closer to our work, cloth wrinkles were defined as curves on the input cloth surface and used as deformers to generate animated wrinkles [23]. However curve shapes and influence radii were manually defined for a specific number of frames, requiring expert design skills and significant user time.…”
Section: Animating Character's Clothingmentioning
confidence: 99%