VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically-Based Simulation of Objects Represented by Surface Meshes
CGI '04 Proceedings of the Computer Graphics International
CGI '04 Proceedings of the Computer Graphics International
Multi-scale capture of facial geometry and motion
ACM SIGGRAPH 2007 papers
Technical section: Fast energy-based surface wrinkle modeling
Computers and Graphics
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
Generating predictable and convincing folds for leather seat design
Proceedings of the 25th Spring Conference on Computer Graphics
Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
ACM SIGGRAPH Asia 2010 papers
Efficient substitutes for subdivision surfaces in feature-quality games
ACM SIGGRAPH ASIA 2010 Courses
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
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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
Long range attachments: a method to simulate inextensible clothing in computer games
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
Long range attachments - a method to simulate inextensible clothing in computer games
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Technical Section: Material-aware cloth simulation via constrained geometric deformation
Computers and Graphics
Near-exhaustive precomputation of secondary cloth effects
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the coarse base mesh allowing the wrinkle vertices to deviate from their attachment positions within a limited range. The shape of the wrinkle mesh is determined by a static solver which runs in parallel to the motion of the base mesh. Our method can be used to automatically enhance a purely animated skin mesh with wrinkles which would be a tedious task to do by hand. The fact that the tessellation of the wrinkle mesh can be chosen independently of the structure of the base mesh can be used to control the look of the wrinkles. The locations of wrinkle formation can be defined by painting the maximum distance the wrinkle mesh is allowed to deviate from the base mesh. The second important application of wrinkle meshes is to add detail to simulated meshes such as cloth. Our method allows one to reduce the resolution of the simulation mesh without losing interesting surface detail. This speeds up the simulation, collision detection and handling and it reduces stretchiness. We show the efficiency and visual quality of the approach in a real-time setting.