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Near-Exhaustive Precomputation of Secondary Cloth Effects

Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James O'Brien

SIGGRAPHAcademic102 citesCFX

Precomputation approach for secondary cloth motion on articulated characters, enabling real-time playback of complex garment dynamics.

Abstract

The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to perform a massive exploration of the space of secondary clothing effects on a character animated through a large motion graph. Our system continually explores the phase space of cloth dynamics, incrementally constructing a secondary cloth motion graph that captures the dynamics of the system. We find that it is possible to sample the dynamical space to a low visual error tolerance and that secondary motion graphs containing tens of gigabytes of raw mesh data can be compressed down to only tens of megabytes. These results allow us to capture the effect of high-resolution, off-line cloth simulation for a rich space of character motion and deliver it efficiently as part of an interactive application.

How to read this

Category
Method: data-driven precomputation of secondary cloth motion
Contributions
  • Massive offline exploration of the secondary cloth dynamics space over a large motion graph, using thousands of CPU-hours
  • An incrementally constructed secondary cloth motion graph that samples the phase space to a low visual error tolerance
  • Compression of tens of gigabytes of mesh data down to tens of megabytes for real-time interactive playback
Context
Challenges the curse-of-dimensionality argument against data-driven cloth and builds on reduced/learned clothing models such as de Aguiar et al.'s Stable Spaces for Real-time Clothing.Builds on: Stable Spaces for Real-time Clothing
Correctness
The approach assumes the character motion lives within a (large but bounded) motion graph and that the dynamical space can be sampled to a low visual-error tolerance; results are demonstrated as near-real-time playback rather than novel free-form motion, so generalization beyond the explored space is the limitation to keep in mind.
Clarity
Accessible framing; a first pass conveys the precompute-then-compress idea, a second pass pays off for the sampling and compression scheme.
How to read it
Focus on how the phase space is sampled and how the motion graph is compressed; a second pass is worth it to understand the error tolerance and storage tradeoff that make playback interactive.

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