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Wrinkle Meshes
Attaches a fine-resolution wrinkle mesh to a coarse animated base mesh, solving wrinkle geometry with a static solver at interactive rates.
Abstract
This paper presents a simple and fast method for adding wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. A higher resolution wrinkle mesh is attached to a coarse base mesh, with wrinkle vertices allowed to deviate from their attachment positions within a limited range, and its shape is determined by a static Gauss-Seidel solver that runs in parallel to the base mesh motion. Unlike prior approaches that only add displacements along the surface normal, the method also uses tangential degrees of freedom and a two-phase compression force profile on the base mesh edges to produce more realistic wrinkles. The wrinkle mesh can be tessellated independently of the base mesh, runs in real time on the GPU, and lets the simulation mesh resolution be reduced without losing surface detail.
How to read this
- Category
- Method: a real-time surface-detail (wrinkle) technique
- Contributions
- Attaching a higher-resolution wrinkle mesh to a coarse animated base mesh, with wrinkle vertices allowed to deviate within a limited range
- Solving wrinkle shape with a static Gauss-Seidel solver running in parallel to the base-mesh motion, in real time on the GPU
- Using tangential degrees of freedom and a two-phase compression force profile (not just normal-direction displacement) for more realistic wrinkles, letting base-mesh resolution be reduced
- Context
- A detail-enhancement layer for dynamic cloth and skin in the Position Based Dynamics tradition, extending prior normal-only wrinkle approaches.Builds on: Position Based Dynamics
- Correctness
- Presented as a simple, fast add-on for cloth and animated-character skin; it is a plausible geometric/static solver rather than a full physical wrinkle simulation, and wrinkle motion is constrained to a limited deviation range around the base attachment.
- Clarity
- Accessible; a first pass conveys the attach-and-static-solve idea, and a second pass clarifies the tangential DOF and two-phase compression formulation.
- How to read it
- Focus first on the base/wrinkle decoupling and why a static solver suffices; a second pass on the tangential DOFs and compression-force profile is worth it if you plan to reproduce the look.
Builds on
Built upon by
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Related work
- Position Based Dynamics 2007 / JVCA
- Vivace: A Practical Gauss-Seidel Method for Stable Soft Body Dynamics 2016 / SIGGRAPH Asia
- Cloth and Skin Deformation with a Triangle Mesh Based Convolutional Neural Network 2020 / CGF
- Strain Based Dynamics 2014 / SCA
Keywords
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