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Sketch-based garment design with quad meshes

机译:具有四重网格的基于草图的服装设计

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摘要

Garment creation continues to be the most tedious part of the virtual clothing process. In this paper, we present an easy to use sketch-based cloth modeling approach. Contours can be easily sketched on a mannequin to generate quad meshes to represent pieces of cloth already fitted and draped. Typically, the clothing process depends greatly on the meshing scheme that has to infer its geometry from the input boundary. Our quad meshing scheme is based on discrete Coons patches but with arbitrary boundary input. We also apply the permanence principle to our topological solution to allow more control over the influence of the input boundary polyline on the interior output polygonal mesh. This facilitates the creation of folds that are strongest in curvature at the boundary and which diminish towards the interior. The generated garments can then be easily animated in a simulation system based on finite elements, using a rediscretization of the generated mesh and a reconstructed metric of the cloth surface.
机译:服装制作仍然是虚拟服装过程中最乏味的部分。在本文中,我们提出了一种易于使用的基于草图的布料建模方法。可以轻松地在人体模型上绘制轮廓,以生成四边形网格,以表示已经安装并覆盖的布块。通常,服装过程很大程度上取决于必须从输入边界推断其几何形状的网格划分方案。我们的四边形网格划分方案基于离散的Coons面片,但具有任意边界输入。我们还将永久性原理应用于拓扑解决方案,以更好地控制输入边界折线对内部输出多边形网格的影响。这有助于形成在边界处曲率最强并且朝内部减小的折痕。然后,使用生成的网格的重新离散化和布料表面的重构度量,可以在基于有限元素的模拟系统中轻松生成生成的服装。

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