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Cloth Animation Based on Particle Model with Constraint

机译:基于粒子模型的布料动画

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hysically-based methods are often used to simulate cloth animation. For generating realistic cloth animation, stability and effectiveness are two most important aspects which need to be considered. In cloth animation, the users often need to attach a vertex to make sure the vertex is free collision or reduce the excessive elongation of some edges. Some existing methods directly adjust the particle position or use stiff spring model for the simulation regarding these facts. However, these methods can cause energy loss or system performance degradation. In this paper, we propose a novel method to simulate cloth based on physically-model with constraints. Cloth deformation is solved using a physically-based model, and then constraints are iteratively imposed to avoid over-elongation and penetration. The experiments show that our method is stable and effective, and can generate realistic cloth animations.
机译:基于Hysoly的方法通常用于模拟布料动画。 为了产生现实布,稳定性和有效性是需要考虑的两个最重要的方面。 在布艺动画中,用户通常需要连接顶点以确保顶点是自由碰撞或减少一些边缘的过度伸长。 一些现有方法直接调整粒子位置或使用刚性弹簧模型,以便模拟这些事实。 但是,这些方法可能导致能量损失或系统性能下降。 在本文中,我们提出了一种基于与限制的物理模型来模拟布料的新方法。 使用基于物理的模型来解决布变形,然后迭代地施加约束,以避免过度伸长和穿透。 实验表明,我们的方法是稳定且有效的,可以产生现实布动画。

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