Virtual Clothing: Theory and Practice

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Springer Science & Business Media, 2000 - Computers - 283 pages
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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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Contents

Introduction
1
11 A Brief Historical Background
3
12 Problems
5
122 Behavior
6
124 From Cloth to Garment
7
An Example
8
Simulation Models
11
212 Designing a Mechanical Simulation System
12
431 Elastics to Bring Objects Together
175
432 Controlling the Elastic Effect
176
433 Applications
182
Smoothing Wrinkles
185
52 A Simple Geometrical Interpolation Algorithm
187
522 Constructing the Surface
188
523 Results
193
524 Texture as a Height Field
195

22 Mechanical Properties of Fabric Materials
15
222 Experimental Analysis of Fabric Properties
19
23 Implementing Mechanical Models
25
232 Fundamental Laws of Mechanics
28
233 Defining a Simulation Scheme
30
24 Mechanical Simulation Systems
35
242 Geometrical Models
40
243 Continuum Mechanics Models
42
244 Particle System Models
52
245 A Fast Particle System for Irregular Meshes
60
25 Numerical Integration
72
251 Integration Techniques
73
252 Choosing the Suitable Integration Method
98
Collision Detection
103
312 Mastering Complexity
106
313 An Overview of Different Techniques
108
314 Robustness
126
32 A Hierarchical Scheme for Polygonal Meshes
128
322 Optimizing for SelfCollision Detection
132
323 Efficiency
142
Collision Response
145
411 Intersections and Proximities
146
412 Collisions and Surface Orientation
150
42 Implementing Collision Response
155
421 Collision Response on Polygonal Meshes
156
422 Collision Models
160
43 Constraints Seaming
174
525 Modulating Wrinkle Amplitude
196
526 Multilayer Wrinkle Textures
199
527 Rendering Wrinkles
202
528 Applications
203
Rendering Garments
207
612 Rendering Systems
220
62 Rendering Textiles
224
622 Volumetric Textile Models
226
623 Rendering Choices for Realistic Garments
227
The MIRACloth Software
231
72 Approach
234
722 Putting Patterns on Bodies
235
723 Seaming and Constructing Garments
237
724 Animation of Garments
239
725 Defining the Garment Materials and Textures
242
73 Software Description
243
732 Interface Description
245
733 VR Manipulation Tools
248
74 MIRACloth at Work
249
741 Versatile Fabric Simulation
250
742 Computer Films and Fashion Shows
253
743 Model Design
256
744 Garment Prototyping
257
Potential Applications
261
Bibliography
263
Copyright

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Page 275 - B. Lafleur, N. Magnenat-Thalmann, D. Thalmann, "Cloth Animation with Self-Collision Detection", IFIP conference on Modeling in Computer Graphics proceedings. Springer, pp 179-197, 1991. [PRE 92] : WH Press, WT Vetterling, SA Teukolsky, BP Flannery, "Numerical Recipes in C", Second edition, Cambridge University Press, 1992.
Page 268 - Drape Prediction by Means of Finite Element Analysis" Journal of the Textile Institute 82, 96-107 (1991).
Page 266 - DE Breen, DH House, MJ Wozny, Predicting the Drape of Woven Cloth Using Interacting Particles, Computer Graphics (SIGGRAPH'94 proceedings), Addison-Wesley, pp 365-372, July 1994.
Page 281 - P. Volino and N. Magnenat-Thalmann. The SPHERIGON: A Simple Polygon Patch for Smoothing Quickly your Polygonal Meshes.
Page 273 - Hubbard. Approximating Polyhedra with Spheres for Time-Critical Collision Detection.
Page 269 - M. Desbrun, P. Schroder, A. Barr, Interactive Animation of Structured Deformable Objects, Proceedings of Graphics Interface, Morgan Kaufmann Publishers, 1999.
Page 269 - Sept. 1996. [EIS 96] : JW Eischen, S. Deng, TG Clapp, Finite-Element Modeling and Control of Flexible Fabric Parts, Computer Graphics in Textiles and Apparel (IEEE Computer Graphics and Applications), pp 71-80, Sept. 1996.
Page 281 - Objects", Computer Graphics (SIGGRAPH'95 proceedings), Addison-Wesley. pp 137-144, 1995. [VOL 97] : P. Volino, N. Magnenat-Thalmann, "Developing Simulation Techniques for an Interactive Clothing System", Virtual Systems and Multimedia (VSMM'97 proceedings), Geneva, Switzerland, pp 109-118, 1997.
Page 281 - Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects", Computer Graphics (SIGGRAPH'95 proceedings), Addison-Wesley, pp 137-144, 1995. [VOL 97] : P. Volino, N. Magnenat-Thalmann, "Deve1oping Simulation Techniques for an Interactive Clothing System", Virtual Systems and Multimedia (VSMM'97 proceedings), Geneva, Switzerland, pp 109-118.

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