Virtual Clothing: Theory and Practice
Springer Science & Business Media, 2000 - Computers - 283 pages
In this book, we investigate the problem of simulating clothes and clothing. A range of topics are addressed, from shape modeling of a piece of cloth to the realistic garments on virtual humans. Different situations demand different properties a cloth. Existing solutions, though useful for many applications, reveal that further improvements are required. Cloth modeling has been a topic of research in the textile mechanics and engineering communities for a very long time. However, in the mid 1980s, researchers in computer graphics also became interested in modeling cloth in order to include it in the 3D computer- generated images and films. The evolution of cloth modeling and garment simulation in computer graphics indicates that it has grown from basic shape modeling to the modeling of its complex physics and behaviors. Chapter 2 provides a summary of the different methods developed in computer graphics over the last 15 to 20 years. In computer graphics, only the macroscopic properties of the cloth surface are considered. Physical accuracy is given less importance in comparison to the visual realism. However, a trend of employing a multi- disciplinary approach has started, and the community of textile engineering and computer graphics have begun to combine their expertise to come up with solutions that can satisfy that of both communities. [Fonte: http://www.springer.com/de/].
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11 A Brief Historical Background
124 From Cloth to Garment
212 Designing a Mechanical Simulation System
431 Elastics to Bring Objects Together
432 Controlling the Elastic Effect
52 A Simple Geometrical Interpolation Algorithm
522 Constructing the Surface
524 Texture as a Height Field
22 Mechanical Properties of Fabric Materials
222 Experimental Analysis of Fabric Properties
23 Implementing Mechanical Models
232 Fundamental Laws of Mechanics
233 Defining a Simulation Scheme
24 Mechanical Simulation Systems
242 Geometrical Models
243 Continuum Mechanics Models
244 Particle System Models
245 A Fast Particle System for Irregular Meshes
25 Numerical Integration
251 Integration Techniques
252 Choosing the Suitable Integration Method
312 Mastering Complexity
313 An Overview of Different Techniques
32 A Hierarchical Scheme for Polygonal Meshes
322 Optimizing for SelfCollision Detection
411 Intersections and Proximities
412 Collisions and Surface Orientation
42 Implementing Collision Response
421 Collision Response on Polygonal Meshes
422 Collision Models
43 Constraints Seaming
525 Modulating Wrinkle Amplitude
526 Multilayer Wrinkle Textures
527 Rendering Wrinkles
612 Rendering Systems
62 Rendering Textiles
622 Volumetric Textile Models
623 Rendering Choices for Realistic Garments
The MIRACloth Software
722 Putting Patterns on Bodies
723 Seaming and Constructing Garments
724 Animation of Garments
725 Defining the Garment Materials and Textures
73 Software Description
732 Interface Description
733 VR Manipulation Tools
74 MIRACloth at Work
741 Versatile Fabric Simulation
742 Computer Films and Fashion Shows
743 Model Design
744 Garment Prototyping
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acceleration accuracy accurate algorithm allow angle animation applications approximation behavior body cloth simulation collision detection collision response color complex components computation considered constraints containing context coordinates correction corresponding curvature curved defined deformation depending derivative described direction discretization display distance edge effects efficient elastic elements equation evolution expressed fabric forces frame friction garment geometrical given global graphics hierarchical implemented integration interaction interpolation Intersection involving laws lighting linear mapping mass material matrix mechanical mechanical model mechanical simulation mesh methods motion move node normal objects obtained orientation parameters particle particular patterns performed points polygonal meshes polygons position possible problem produce properties proximity realistic regions rendering represented result scene scheme seaming shape simple situations solution space speed step structure surface techniques texture timestep tion triangle usually values vertices virtual visual volumes wrinkle
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