2013
DOI: 10.1109/tvcg.2012.79
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Animating Wrinkles by Example on Non-Skinned Cloth

Abstract: The simulation of cloth with rich folds and wrinkles is a computationally expensive process. In this paper, we introduce an example-based algorithm for fast animation of plausible cloth wrinkles. Our algorithm does not depend on a character's pose, therefore it is valid for loose dresses, curtains, etc., not just cloth defined by skinning techniques. Central to our approach is a correspondence between low and high-resolution cloth deformations, both at the training and synthesis stages. Based on this correspon… Show more

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Cited by 58 publications
(67 citation statements)
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“…Wrinkle details are important for the realism of garments [WHRO10, RPC*10, ZBO13]. [ATD*08, BHV*11] use active lighting to estimate wrinkles by a photometric stereo algorithm.…”
Section: Related Workmentioning
confidence: 99%
“…Wrinkle details are important for the realism of garments [WHRO10, RPC*10, ZBO13]. [ATD*08, BHV*11] use active lighting to estimate wrinkles by a photometric stereo algorithm.…”
Section: Related Workmentioning
confidence: 99%
“…However, the cloth simulation directly using fine meshes needs to consume a huge amount of calculation resources and the simulation speed is low. In accordance with the scholars' analysis [1], formation of wrinkles and overall movement of cloth can be divided into two independent processes. The cloth simulation based on coarse mesh can capture the most obvious feature of clothes, while the authentic wrinkle can subdivide the deformation through coarse mesh.…”
Section: Introductionmentioning
confidence: 85%
“…For one vertex p 1 in the original triangle mesh, if it is included in the scope of implicit wrinkle surface (namely, the field function used for calculating its convolution surface f ( p 1 ) > 1, then it is necessary to implement mapping of it; otherwise if f ( p 1 ) <= 1, this means that the point p 1 will not be affected by the wrinkle surface and does not need mapping. If p 1 needs to be mapped to the wrinkle surface, it is firstly necessary to calculate its mapping direction and then calculate the coordinate of points mapped by p 1 to the convolution surface along the mapping direction.…”
Section: Generation Of Cloth Wrinkle Based On the Wrinkle Baselinementioning
confidence: 99%
“…Kim et al [2013] use a novel compression scheme to make the traversal of over 33 gigabytes of cloth training data tractable in real time. Zurdo et al [2013] compute a physical simulation on highresolution meshes offline and simplify it to a coarser mesh in real time. Kavan et al [2011] use a learning method to "upsample" coarse cloth simulations in real-time, using harmonic basis functions learned offline on sample animations.…”
Section: Data-driven Approachesmentioning
confidence: 99%