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Example-Based Wrinkle Synthesis for Clothing Animation
Data-driven wrinkle synthesis adding fine detail to coarse cloth animation using a database of example wrinkle patterns.
Abstract
This paper presents an example-based wrinkle synthesis technique for animating close-fitting clothing such as shirts and pants, which involve nearly continuous body contact and small kinematic wrinkles. Fine-scale wrinkles are driven from the pose of the figure's kinematic skeleton using a precomputed database built by simulating high-resolution cloth as each joint is moved over its range of motion, processing each joint independently to avoid sampling the exponential pose space. During synthesis, mesh interpolation produces a wrinkle mesh per joint, the per-joint meshes are blended into a single mesh for the full pose, and the result is combined with a coarse low-resolution cloth simulation that captures global and dynamic motion. Implemented on the GPU with CUDA, the system runs at interactive rates while capturing many characteristic fine-scale features missing from the coarse simulation.
How to read this
- Category
- Method: data-driven wrinkle synthesis for clothing animation
- Contributions
- An example-based technique that drives fine-scale clothing wrinkles from the figure's kinematic skeleton pose for close-fitting garments
- A precomputed database built by simulating high-resolution cloth per joint over its range of motion, processing joints independently to avoid sampling the exponential pose space
- A synthesis step that interpolates and blends per-joint wrinkle meshes and combines them with a coarse cloth simulation, running at interactive rates on the GPU with CUDA
- Context
- A pose-driven, database-augmentation approach to cloth detail that complements coarse cloth simulation, related to data-driven detail synthesis for animation.
- Correctness
- The central assumption is that wrinkle response can be decomposed per joint and recombined, sidestepping the full pose space; readers should keep in mind this targets close-fitting clothing with near-continuous body contact and small kinematic wrinkles, so behavior outside that regime (loose or strongly dynamic cloth) is not its focus.
- Clarity
- Accessible; a first pass conveys the per-joint database and blending idea, do a second pass for the interpolation/blending details and the coarse-plus-detail combination.
- How to read it
- Focus on the per-joint decomposition trick and how per-joint meshes are blended for a full pose; a second pass pays off for the database construction and the coarse-detail merge.
Builds on
Nothing in the archive, this is a starting point.
Built upon by
Related work
- Untangling Cloth 2003 / SIGGRAPH
- Simulation of Clothing with Folds and Wrinkles 2003 / SCA
- Fast Cloth Simulation on Moving Humanoids 2005 / Eurographics
- Clean Cloth Inputs: Removing Character Self-Intersections with Volume Simulation 2018 / SIGGRAPH
Keywords
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