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Physics-Inspired Upsampling for Cloth Simulation in Games

机译:物理启发的游戏布样模拟上采样

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We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context (e.g. a flag flapping in the wind or a skirt worn by a character), which allows them to achieve higher detail. Our method starts by pre-computing a pair of coarse and fine training simulations aligned with tracking constraints using harmonic test functions. Next, we train the upsampling operators with a new regularization method that enables us to learn mid-scale details without overfitting. We demonstrate gener-alizability to unseen conditions such as different wind velocities or novel character motions. Finally, we discuss how to re-introduce high frequency details not explainable by the coarse mesh alone using oscillatory modes.
机译:我们提出了一种方法,用于学习基于物理布料模拟的线性上采样运算符,从而使我们能够以最小的时间和内存预算,以计算机游戏所需的丰富的中规模细节丰富粗网格。与传统的细分方案相比,我们的运营商可以适应特定的环境(例如,随风飘扬的旗帜或角色穿着的裙子),可以使他们获得更高的细节。我们的方法开始于使用谐波测试函数预先计算一对符合跟踪约束的粗略和精细训练模拟。接下来,我们使用新的正则化方法训练升采样运算符,使我们能够学习中等规模的细节而不会过度拟合。我们证明了对未知状态(例如不同的风速或新颖的角色动作)的通用化。最后,我们讨论了如何使用振荡模式重新引入仅靠粗糙网格无法解释的高频细节。

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