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Wrinkle Meshes

机译:皱纹网格

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摘要

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.
机译:我们提出了一种简单而快速的方法,可以添加皱纹,以动态网格,如模拟布或动画字符的皮肤。为了获得所需的表面细节,我们将更高分辨率的皱纹网连接到粗基网格,允许皱纹顶点偏离其在有限范围内的附接位置。皱纹网格的形状由静态求解器确定,该静电求解器与基网网的运动平行。我们的方法可用于自动增强纯粹的动画皮肤网,皱纹是手工繁琐的任务。可以独立于基地网格的结构选择皱纹网格的曲面的事实可用于控制皱纹的外观。皱纹地层的位置可以通过绘制皱纹网格偏离底网格的最大距离来定义。皱纹网格的第二个重要应用是将细节添加到模拟网状物,如布。我们的方法允许一个人减少模拟网格的分辨率而不丢失有趣的表面细节。这加速了模拟,碰撞检测和处理,并降低了弹力。我们在实时设置中展示了方法的效率和视觉质量。

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