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I. INTRODUCTION
on equation (2). In the following, I will first introduce the function of the rate of change of the dihedral angle. Details of
possible external forces that act on the cloth in the simulation. the equations and implementation of the model can be referred
These external forces will be modified by a bending force model in Bridson et al. [1]. With the use of the bending force model,
to further enhance the wrinkles and folds of the simulated cloth. one can simulate the interaction between the cloth and the object
The modified external forces will be utilized to determine the more naturally (i.e., wrinkles on the cloth, see Fig. 4).
intermediate position of the particle at a specific time step using
an integration method. The intermediate position will be further
ê
refined by considering the internal forces acting within the
cloth. n̂2
n̂1
n̂1 n̂2
m =1 m =2 m =3 θ
n =1
Fig. 3. The bending elements contain two triangles with a shared edge.
n =2 r
e . n̂1 and n̂2 are the normals of the two triangles. θ is the angle
between n̂1 and n̂2 , and the dihedral angle is defined as π - θ .
n =3
after each time step. The modified particle velocity based on the This process was iterated several times within one time step in
proposed method can be expressed as, order to converge to the desired solution. The necessary
xin − xin−1 number of iterations varies depending on the physical system
v =
n
i (3) simulated.
dt
where v n i denotes the velocity of the particle, xi n − 1 and
A. Default Scene
In the project, the scene contained a static model, a horizontal
ground where the model located, and a moving cloth. A
representative scene is shown in Fig. 9. The number of faces in
the model is 1418 and the total number of the particles in the
(a) cloth is 600. Wind and gravity forces have been added to the
cloth by default.
B. Experimental Illustrations
1) Cloth – object collision
The cloth was hanged in the air with gravity and wind forces.
(b) When the cloth collides with the model, the collision would be
resolved to a certain extent. In the simulation, collision between
Fig. 8. Cloth penetrating into an object can be (a) pushed to the cloth the cloth and the sharper edges of the model could not be
boundary, where the wrinkles will be flattened; or (b) pushed to a region resolved because the edge-edge collision handling was not
(the green dotted line) outside the object using monotone mapping, where performed.
wrinkles can be preserved.
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Fig. 10. The collision handling between the cloth and the model.
4) Fix the cloth the edge-edge collision resolution was applied. As for the
Parts of the cloth were fixed in arbitrary positions during the self-collision, I used two methods to detect and to resolve the
simulation. The cloth simulations at different viewpoints were collisions. One was to detect particle-particle pairs and the
illustrated in Fig. 13 and Fig. 14, respectively. other was to detect the particle-triangle pairs. The latter
performed better than the former one. However, the
particle-triangle based collision handling consumed a
significant amount of computer run time. The efficiency of
collision detection could be improved by using more efficient
hierarchy traversing and updating methods, while the collision
resolution could be improved by using hybrid integration [ 7, 9]
or adaptive time step integration. For the interaction part, so far
only basic operations were implemented. Future work includes
adding more interactive functions, such as dressing a character.
VII. CONCLUSIONS
This project demonstrated a platform for interactive cloth
simulation, where a user could animate a virtual cloth in
real-time. The platform developed in this project is applicable
to simulations with large time steps. Also two important
Fig. 13. The result of particles fixing. properties of cloth, folds and wrinkles, were retained in the
virtual cloth simulation. Collision handling was also
implemented in the project, allowing the virtual cloth to
conform to different static objects. In addition, basic physical
manipulations of the virtual cloth, such as dragging and
releasing, were provided for user interactive applications. The
interactive platform provided in this project will allow users to
interact directly with a realistic cloth in a virtual environment.
The platform should be useful for a broad variety of in-game
purposes.
ACKNOWLEDGMENT
I would like to thank my advisor Prof. Petros Faloutsos and my
mentor Gabriele Nataneli for their patience and useful advice
throughout the project. I am very grateful to have the chance to
learn from them. Also, I would like to thank Prof. Demetri
Fig. 14. The result of particles fixing (at a different view point).
Terzopoulos and Prof. Glenn Reinman for serving on my
Examination Committee.
5) Releasing hanged cloth
The default cloth was hanged by fixing 6 particles on the REFERENCES
[1] R. Bridson, S. Marino and R. Fedkiw. Simulation of clothing with folds
cloth (i.e., 3 particles each on the upper corners of the cloth).
and wrinkles. In Proc. ACM/Eurographics Symposium on Computer
User could use a mouse to release the cloth and also could drag Animation, pp. 28–36, 2003.
the cloth to any positions. The results of the cloth releasing and [2] D. Baraff and A. Witkin. Large steps in cloth simulation. Comput. Graph.
cloth dragging were shown in Fig. 15. (SIGGRAPH Proc.), pp. 1–12,1998
[3] M. Meyer, G. Debunne, M. Desbrun, and Alan H. Barr. Interactive
animation of cloth-like objects for virtual reality. The Journal of
6) Dragging response Visualization and Computer Animation, vol. 12, pp. 1–12, 2001.
The results for cloth dragging and the subsequent response of [4] L. Verlet. Computer ”experiments” on classical fluids.
the cloth were shown in Fig. 16. i..thermodynamical properties of lennard-jones molecules. Physical
Review, vol. 159, pp. 98–103, 1967.
[5] X. Provot. Deformation constraints in a mass-spring model to describe
VI. DISCUSSIONS rigid cloth behavior, In Graphics Interface 95, pp.147-154, 1995.
Robust collision handling is the most challenging part in cloth [6] G. Van Den Bergen. Efficient collision detection of complex deformable
models using AABB trees. Journal of Graphics Tools 2, 4, pp. 1-14, 1997
simulation. For the cloth-cloth and cloth-object collisions, I [7] R. Bridson, R. Fedkiw, and J. Anderson. Robust treatment of collisions,
tried to handle both point-triangle and edge-edge collisions. contact and friction for cloth animation. ACM Trans. Graph.
However, the animation took a few seconds to render each (SIGGRAPH Proc.), vol. 21, pp. 594–603, 2002.
frame. To enhance the computational efficiency, I only used [8] X. Provot. Collision and self-collision handling in cloth model dedicated
to design garments. In Graphics Interface 97, pp. 177–189, 1997.
point-triangle BVHs to handle the cloth-object collision. Under [9] A. Selle, J. Su, G. Irving, and R. Fedkiw. Robust high-resolution cloth
this condition, some collisions occurred on parts of the model using parallelism, history-based collisions, and accurate friction. IEEE
with sharper edges. This type of collision could be resolved if Transactions on Visualization and Computer Graphics, 99(2), 2008.
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Fig. 15. Representative images showing the releasing and dragging of a cloth (e.g., releasing the cloth from a corner in (a) and dragging the cloth in (e)).
(d) (e)
Fig. 16. Representative images showing the dragging of the cloth at a specific location (e.g., see (a)) and the subsequent response of the cloth.