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CGF
2006

Wrinkling Coarse Meshes on the GPU

13 years 4 months ago
Wrinkling Coarse Meshes on the GPU
The 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]: Ani...
Jörn Loviscach
Added 11 Dec 2010
Updated 11 Dec 2010
Type Journal
Year 2006
Where CGF
Authors Jörn Loviscach
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