System identification: theory for the user
System identification: theory for the user
System identification
Subspace-based methods for the identification of linear time-invariant systems
Automatica (Journal of IFAC) - Special issue on trends in system identification
Realization of stable models with subspace methods
Automatica (Journal of IFAC)
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
CA '02 Proceedings of the Computer Animation
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
A Data-Driven Approach for Real-Time Clothes Simulation
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
ACM SIGGRAPH 2005 Papers
Real-Time subspace integration for St. Venant-Kirchhoff deformable models
ACM SIGGRAPH 2005 Papers
Computer Animation and Virtual Worlds - CASA 2005
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
Model reduction for real-time fluids
ACM SIGGRAPH 2006 Papers
Probabilistic Non-linear Principal Component Analysis with Gaussian Process Latent Variable Models
The Journal of Machine Learning Research
Efficient simulation of inextensible cloth
ACM SIGGRAPH 2007 papers
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Animating developable surfaces using nonconforming elements
ACM SIGGRAPH 2008 papers
Optimizing cubature for efficient integration of subspace deformations
ACM SIGGRAPH Asia 2008 papers
Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction
IEEE Transactions on Visualization and Computer Graphics
Asynchronous contact mechanics
ACM SIGGRAPH 2009 papers
DrivenShape: a data-driven approach for shape deformation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
ACM SIGGRAPH Asia 2010 papers
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
Bilinear spatiotemporal basis models
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Manipulation of Flexible Objects by Geodesic Control
Computer Graphics Forum
Data-driven simulation methods in computer graphics: cloth, tissue and faces
ACM SIGGRAPH 2012 Courses
DressUp!: outfit synthesis through automatic optimization
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Adaptive anisotropic remeshing for cloth simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Enriching coarse interactive elastic objects with high-resolution data-driven deformations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Multi-linear data-driven dynamic hair model with efficient hair-body collision handling
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Enriching coarse interactive elastic objects with high-resolution data-driven deformations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Multi-linear data-driven dynamic hair model with efficient hair-body collision handling
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Near-exhaustive precomputation of secondary cloth effects
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Sparse localized deformation components
ACM Transactions on Graphics (TOG)
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We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along with folding details. Our approach requires no a priori physical model, but rather treats training data as a "black box." We show that the models learned with our method are stable over large time-steps and can approximately resolve cloth-body collisions. We also show that within a class of methods, no simpler model covers the full range of cloth dynamics captured by ours. Our method bridges the current gap between skinning and physical simulation, combining benefits of speed from the former with dynamic effects from the latter. We demonstrate our approach on a variety of apparel worn by male and female human characters performing a varied set of motions typically used in video games (e.g., walking, running, jumping, etc.).