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Interactive Animation of Cloth-like Objects in Virtual Reality (Mark Meyer, Gilles Debunne, Mathieu Desbrun, and Alan H. Barr), The Journal of Visualization and Computer Animation, Volume 12, Issue 1, May 2001, pages 1-12. Abstract:
Modeling and animation of cloth has experienced important developments in recent years. As a consequence, complex textile models can be used to realistically drape objects or human characters in a fairly efficient way. However, real-time realistic simulation remains a major challenge, even if applications are numerous, from rapid prototyping to e-commerce. In this paper, we present a stable, real-time al-gorithm for animating cloth-like materials. Using a hybrid explicit/implicit algorithm, we perform fast and stable time integration of a physically-based model with rapid collision detection and response, as well as wind or liquid drag effects to enhance realism. We demonstrate our approach through a series of examples in VR environments, proving that real-time animation of cloth, even on low-end computers, is now achievable.
Movies
In this movie, the user interactively outfitted a female character with a skirt. The user first wrapped the skirt material around the virtual character by interactively modifying and constraining 3 points. An elastic waistband was then simulated by interactively reducing the rest lengths of the waist springs. To determine how this skirt would react to different situations, a wind force was simulated (wind direction is indicated by an arrow which turns red when the wind is active). From this simulation, it was easy to see that the open slit in the skirt allowed the skirt to drift upwards in the wind. A seam was deemed necessary and interactively created by the user (by selecting corresponding seam points with the mouse). Inspecting the new skirt design in the wind, the user found a much more pleasing result. In this movie, we demonstrate our interactive cloth algorithm in our Response Workbench virtual environment. We begin by displaying the basic algorithm and then add wind forces. We then demonstrate our collision handling and response algorithm on complex objects and environments (the head and the office). We then demonstrate how our algorithm can be used to simulate clothing submerged in a river. The cloth interacts with the rocks, the water, and the riverbed in a natural way. We then show our caped crusader, ellipsoid man. We demonstrate how controlling the wind forces with a pointing device allows us to test the dynamics of our cloth. Finally, we display a waiving flag concluding the movie. |
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