Title of article
Wrinkling Coarse Meshes on the GPU
Author/Authors
J. Loviscach، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2006
Pages
10
From page
467
To page
476
Abstract
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.
Journal title
Computer Graphics Forum
Serial Year
2006
Journal title
Computer Graphics Forum
Record number
404754
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