The synthesis of cloth objects
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Good vibrations: modal dynamics for graphics and animation
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Modeling and animation of garment wrinkle formation processes
Computer Animation '90
A wrinkle propagation model for cloth
CG International '90 Proceedings of the eighth international conference of the Computer Graphics Society on CG International '90: computer graphics around the world
Physical modeling with B-spline surfaces for interactive design and animation
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Generalized implicit functions for computer graphics
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Three dimensional apparel CAD system
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Interval arithmetic recursive subdivision for implicit functions and constructive solid geometry
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Robot motion planning: a distributed representation approach
International Journal of Robotics Research
An implicit formulation for precise contact modeling between flexible solids
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Predicting the drape of woven cloth using interacting particles
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A fast level set method for propagating interfaces
Journal of Computational Physics
Versatile and efficient techniques for simulating cloth and other deformable objects
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Animating soft substances with implicit surfaces
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Using distance maps for accurate surface representation in sampled volumes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
A Level-Set Approach to 3D Reconstruction from Range Data
International Journal of Computer Vision
The fast construction of extension velocities in level set methods
Journal of Computational Physics
Six degree-of-freedom haptic rendering using voxel sampling
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Tree methods for moving interfaces
Journal of Computational Physics
Fast tree-based redistancing for level set computations
Journal of Computational Physics
A PDE-based fast local level set method
Journal of Computational Physics
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Cloth modeling and animation
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
Kizamu: a system for sculpting digital characters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for hair mutual interactions
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
CHARMS: a simple framework for adaptive simulation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A procedural approach to authoring solid models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Level set surface editing operators
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive multiresolution hair modeling and editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Computer Graphics Techniques for Modeling Cloth
IEEE Computer Graphics and Applications
Comparing Efficiency of Integration Methods for Cloth Simulation
CGI '01 Computer Graphics International 2001
Deformed distance fields for simulation of non-penetrating flexible bodies
Proceedings of the Eurographic workshop on Computer animation and simulation
Real Time Muscle Deformations using Mass-Spring Systems
CGI '98 Proceedings of the Computer Graphics International 1998
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Accurate Collision Response on Polygonal Meshes
CA '00 Proceedings of the Computer Animation
ACM SIGGRAPH 2003 Papers
Implicit modeling of swept surfaces and volumes
VIS '94 Proceedings of the conference on Visualization '94
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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Clothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is carefully controlled when filming live actors. When making films with computer simulated cloth, these subtle but important elements must be captured. In this paper we present several methods essential to matching the behavior and look of clothing worn by digital stand-ins to their real world counterparts. Novel contributions include a mixed explicit/implicit time integration scheme, a physically correct bending model with (potentially) nonzero rest angles for pre-shaping wrinkles, an interface forecasting technique that promotes the development of detail in contact regions, a post-processing method for treating cloth-character collisions that preserves folds and wrinkles, and a dynamic constraint mechanism that helps to control large scale folding. The common goal of all these techniques is to produce a cloth simulation with many folds and wrinkles improving the realism.