Fast Body-Cloth simulation with moving humanoids
dc.contributor.author | Rodriguez-Navarro, Javier | en_US |
dc.contributor.author | Sainz, Miguel | en_US |
dc.contributor.author | Susin, Antonio | en_US |
dc.contributor.editor | John Dingliana and Fabio Ganovelli | en_US |
dc.date.accessioned | 2015-07-19T16:45:26Z | |
dc.date.available | 2015-07-19T16:45:26Z | |
dc.date.issued | 2005 | en_US |
dc.description.abstract | In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions when the humanoid is moving. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles. | en_US |
dc.description.sectionheaders | Simulation and Modelling | en_US |
dc.description.seriesinformation | EG Short Presentations | en_US |
dc.identifier.doi | 10.2312/egs.20051030 | en_US |
dc.identifier.pages | 85-88 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20051030 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Fast Body-Cloth simulation with moving humanoids | en_US |
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