Abstract
Wrinkles make cloth simulation results more realistic. However, generating wrinkles with physically based methods usually requires a computationally expensive simulation, while geometric methods such as deforming the 3D mesh based on predefined curves need time-consuming manual design. In this paper, we extract 2D wrinkle curves from pictures of clothing and project the curves onto a 3D clothing model. Two schemes for projecting 2D curves to the 3D model are presented in the paper, including the brute force method and the acceleration method. The brute force method has excellent projection results and the acceleration method enhances the efficiency of projection process significantly. A quad tree for the 3D model is built up in the acceleration method to improve the efficiency of projection process.
Publisher
Trans Tech Publications, Ltd.
Reference8 articles.
1. Nealen A, Müller M, Keiser R, et al. Physically based deformable models in computer graphics[C]. Computer Graphics Forum. Blackwell Publishing Ltd, 2006, 25(4): 809-836.
2. Wang Y, Wang C.C. L, Yuen M.M.F. Fast energy-based surface wrinkle modeling[J]. Computers & Graphics, 2006, 30(1): 111-125.
3. Larboulette C., Cani M.P. Real-Time Dynamic Wrinkles[A]. Proceedings of the Computer Graphics International[C]. IEEE Computer Society, 2004: 522-525.
4. Cutler L.D., Gershbein R., Wang X.C., et al. An art-directed wrinkle system for CG character clothing[A]. Proceedings of the ACM SIGGRAPH/Eurographics symposium on Computer animation[C]. ACM, 2005: 117-125.
5. Wang Y., Wang C.C., Yuen M.M. Fast energy-based surface wrinkle modeling[J]. Computers & Graphics, 2006, V30(1): 111-125.