Affiliation:
1. College of Science, Zhejiang Sci-Tech University, Hangzhou, China , 310018
Abstract
Abstract
In order to solve the computing speed and efficiency problem of existing dynamic clothing simulation, this paper presents a dynamic garment simulation based on a hybrid bounding volume hierarchy. It firstly uses MCASG graph theory to do the primary segmentation for a given three-dimensional human body model. And then it applies K-means cluster to do the secondary segmentation to collect the human body’s upper arms, lower arms, upper legs, lower legs, trunk, hip and woman’s chest as the elementary units of dynamic clothing simulation. According to different shapes of these elementary units, it chooses the closest and most efficient hybrid bounding box to specify these units, such as cylinder bounding box and elliptic cylinder bounding box. During the process of constructing these bounding boxes, it uses the least squares method and slices of the human body to get the related parameters. This approach makes it possible to use the least amount of bounding boxes to create close collision detection regions for the appearance of the human body. A spring-mass model based on a triangular mesh of the clothing model is finally constructed for dynamic simulation. The simulation result shows the feasibility and superiority of the method described.
Subject
General Materials Science
Reference23 articles.
1. [1] Liu T, Bargteil A W, O’Brien J F, et al. Fast simulation of mass-spring systems[J]. ACM Transactions on Graphics (TOG), 2013, 32(6), 214.
2. [2] Wong T H, Leach G, Zambetta F. Modelling Bending Behaviour in Cloth Simulation Using Hysteresis[C]. Computer Graphics Forum. 2013, 32(8), 183-194.
3. [3] Kavan L, Gerszewski D, Bargteil A W, et al. Physics-inspired upsampling for cloth simulation in games[C]. ACM Transactions on Graphics (TOG). ACM, 2011, 30(4), 93.
4. [4] Provot X. Deformation constraints in a mass-spring model to describe rigid cloth behaviour [C]. Graphics interface. Canadian Information Processing Society, 1995, 147-147.
5. [5] Jakobsen T. Advanced character physics[C]. Game Developers Conference, 2001, 383-401.
Cited by
2 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献