نتایج جستجو برای: cloth geometry

تعداد نتایج: 149735  

2007
Takahiro Harada Seiichi Koshizuka Yoichiro Kawaguchi

This paper presents a real-time simulation method for coupling of cloth and fluids computed by using Smoothed Particle Hydrodynamics (SPH). To compute interaction between cloth consisting of several polygons and fluid particles, the distance between cloth to the particle have to be calculated. It is computationally expensive because we have to compute the distance to the faces, edges and vertic...

2004
Nadia MAGNENAT-THALMANN

This paper presents a state of the art in the cloth simulation methods and two case studies on how to simulate ancient and high fashion garments with our new Fashionizer platform. The first application concerns the simulation of garments in a cultural heritage project, the Lifeplus project, where we had to simulate in real-time ancient roman clothes. The second application is the simulation of ...

2005
Raymond N. Rogers

ith the Winter Olympics coming to Turin in February, 2006, bringing a million spectators and thousands of journalists, articles that describe this magnificent Italian city are becoming commonplace. Many journalists rightly feel that they should mention the city’s most famous artifact, the Shroud of Turin. And indeed they should. But what to write? Because the shroud is a religious object, belie...

Journal: :Comput. Graph. Forum 2009
Napaporn Metaaphanon Yosuke Bando Bing-Yu Chen Tomoyuki Nishita

Woven cloth can commonly be seen in daily life and also in animation. Unless prevented in some way, woven cloth usually frays at the edges. However, in computer graphics, woven cloth is typically modeled as a continuum sheet, which is not suitable for representing frays. This paper proposes a model that allows yarn movement and slippage during cloth tearing. Drawing upon techniques from textile...

2002
Robert Wang

Cloth has traditionally been simulated on a static mesh composed of a uniform grid of nodes. Since a coarse mesh cannot generally capture fine wrinkles, realistic cloth simulation relies on a fine grid of nodes that is expensive to simulate. However, fine wrinkles are often localized to relatively small portions of a mesh. We introduce an adaptive method that locally refines cloth where wrinkle...

2013
Fangyuan Ding

The accurate detection of object-to-object collisions has numerous practical applications in the fields of computer simulation and graphics. However, naive collision detection and handling is a very costly process that increases exponentially with the size and complexity of the scene geometry, making it impractical for moderate to large-scale simulations. This paper presents a method for effici...

2006
R. McDonnell S. Dobbyn C. O’Sullivan

With the increase in realism of games based in stadiums and urban environments, real-time crowds are becoming essential in order to provide a believable environment. However, realism is still largely lacking due to the computation required. In this paper, we describe the pipeline of work needed in order to prepare and export models from a 3D modelling package into a crowd system. For our crowd,...

2011
Françoise Chatelin

This report extends the scope of computation with a non standard × to the more basic case of a non standard +, where standard means associative and commutative. Two physically meaningful examples of a nonstandard + are provided by the observation of motion in Special Relativity, from either outside (3D) or inside (2D or more), We revisit the “gyro”-theory of Ungar to present the polymorphic inf...

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