Wrinkling Coarse Meshes on the GPU

dc.contributor.authorLoviscach, J.en_US
dc.date.accessioned2015-02-21T14:31:21Z
dc.date.available2015-02-21T14:31:21Z
dc.date.issued2006en_US
dc.description.abstractThe simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to generate wrinkles on a piece of garment which mostly appears spread out. This paper presents a corresponding fully GPU-based, easy-to-control, and robust method to generate and render plausible and detailed folds. This simulation is generated from an animated mesh. A relaxation step ensures that the behavior remains globally consistent. The resulting wrinkle field controls the lighting and distorts the texture in a way which closely simulates an actually deformed surface. No highly tessellated mesh is required to compute the position of the folds or to render them. Furthermore, the solution provides a 3D paint interface through which the user may bias the computation in such a way that folds already appear in the rest pose.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation, I.3.7 [Computer Graphics]: Color, shading, shadowing, and textureen_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00966.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages467-476en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2006.00966.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleWrinkling Coarse Meshes on the GPUen_US
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