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Cloth Simulation for Computer Graphics

Cloth Simulation for Computer Graphics
Author: Tuur Stuyck
Publisher: Springer Nature
Total Pages: 110
Release: 2022-06-01
Genre: Mathematics
ISBN: 3031025970

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Physics-based animation is commonplace in animated feature films and even special effects for live-action movies. Think about a recent movie and there will be some sort of special effects such as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most virtual characters (hopefully!) wear some sort of clothing. The focus of this book is physics-based cloth simulation. We start by providing background information and discuss a range of applications. This book provides explanations of multiple cloth simulation techniques. More specifically, we start with the most simple explicitly integrated mass-spring model and gradually work our way up to more complex and commonly used implicitly integrated continuum techniques in state-of-the-art implementations. We give an intuitive explanation of the techniques and give additional information on how to efficiently implement them on a computer. This book discusses explicit and implicit integration schemes for cloth simulation modeled with mass-spring systems. In addition to this simple model, we explain the more advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998]. This method is commonly used in industry. We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast simulations. In addition to these simulation approaches, we discuss how cloth simulations can be art directed for stylized animations based on the work of Wojan et al. [2016]. Controllability is an essential component of a feature animation film production pipeline. We conclude by pointing the reader to more advanced techniques.


Cloth Simulation for Computer Graphics

Cloth Simulation for Computer Graphics
Author: Tuur Stuyck
Publisher: Synthesis Lectures on Visual C
Total Pages: 121
Release: 2018-08-24
Genre: Computers
ISBN: 9781681734118

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Physics-based animation is commonplace in animated feature films and even special effects for live-action movies. Think about a recent movie and there will be some sort of special effects such as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most virtual characters (hopefully!) wear some sort of clothing. The focus of this book is physics-based cloth simulation. We start by providing background information and discuss a range of applications. This book provides explanations of multiple cloth simulation techniques. More specifically, we start with the most simple explicitly integrated mass-spring model and gradually work our way up to more complex and commonly used implicitly integrated continuum techniques in state-of-the-art implementations. We give an intuitive explanation of the techniques and give additional information on how to efficiently implement them on a computer. This book discusses explicit and implicit integration schemes for cloth simulation modeled with mass-spring systems. In addition to this simple model, we explain the more advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998]. This method is commonly used in industry. We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast simulations. In addition to these simulation approaches, we discuss how cloth simulations can be art directed for stylized animations based on the work of Wojtan et al. [2006]. Controllability is an essential component of a feature animation film production pipeline. We conclude by pointing the reader to more advanced techniques.


Cloth Modeling and Animation

Cloth Modeling and Animation
Author: Donald House
Publisher: CRC Press
Total Pages: 360
Release: 2000-07-13
Genre: Computers
ISBN: 1439863946

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Written by leaders in the field of computer clothing design and simulation, Cloth Modeling and Animation is a vital resource for researchers and developers of cloth simulation software as well as computer animators and graphics programmers. Readers will learn about cloth's nature and structure, scientific approaches to understanding its behavior an


Virtual Clothing

Virtual Clothing
Author: Pascal Volino
Publisher: Springer Science & Business Media
Total Pages: 299
Release: 2012-12-06
Genre: Computers
ISBN: 3642572782

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In an accessible style that will appeal to the professional, student and laymen, the authors explain the methods for creating and simulating clothes for virtual humans. Using numerous detailed illustrations, colourful images, and step-by-step analysis they map out the terrain of this exciting and cutting-edge discipline. Starting with the beginnings in the mid 1980s and the basic foundations from the field of mechanics, the reader is gradually introduced to the subject. The text draws on a number of related fields such as computer graphics, algorithmics, computational geometry, simulation, modeling, animation, visualization, and virtual reality. The MIRACloth system, developed by the authors, is used as a case study for the results and techniques discussed. The book comes with a CD-ROM featuring dynamic demonstrations of 3D clothes and fashion shows. This is an indispensable text for anybody who wants an intelligent and readable book on virtual clothing.


Cloth Simulation Using Hardware Tessellation

Cloth Simulation Using Hardware Tessellation
Author: David Huynh
Publisher:
Total Pages: 114
Release: 2011
Genre: Computer graphics
ISBN:

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"Cloth simulation has long been a topic of interest in computer graphics since the early works of Terzopoulos et al. Over the years many techniques have been developed to simulate cloth. Though the general concern has been on the physical accuracy of the simulation. As the simulation gets closer to computational sciences the complexity also increases which at times may come at the cost of real-time performance. With newer and more powerful graphics hardware coming out each year, researchers are starting to shy away from the traditional CPU implementation and turning towards the GPU to offload work. As the parallel nature of the graphics hardware offer much better performance, researcher can process many tasks, originally sequential tasks, simultaneously on the GPU. I propose a solution that will map current industry standard's position-based dynamics on to the new graphics pipeline. The focus is on performance and visual realism rather than physical accuracy. By implementing such solutions on the graphics hardware, more detailed cloth behavior can be simulated with real-time performance. In this paper, the described cloth simulation solution will be done completely on the GPU through the use of hardware tessellation on the new DirectX 11 graphics pipeline. The solution though originally designed specifically for cloth may also be adapted for generic deformable object (soft body dynamics)."--Abstract.


Simulating Humans

Simulating Humans
Author: Norman I. Badler
Publisher: Oxford University Press, USA
Total Pages: 287
Release: 1993-09-02
Genre: Computers
ISBN: 0195073592

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The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.


Fluid Simulation for Computer Graphics

Fluid Simulation for Computer Graphics
Author: Robert Bridson
Publisher: CRC Press
Total Pages: 269
Release: 2015-09-18
Genre: Computers
ISBN: 1482232847

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A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.


Mathematics for Computer Graphics

Mathematics for Computer Graphics
Author: John Vince
Publisher: Springer Science & Business Media
Total Pages: 251
Release: 2005-12-19
Genre: Computers
ISBN: 1846282837

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This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.


Physics-based Animation

Physics-based Animation
Author: Kenny Erleben
Publisher:
Total Pages: 817
Release: 2005
Genre: Computers
ISBN: 9781584503804

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The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms


Timing for Animation

Timing for Animation
Author: Harold Whitaker
Publisher: Taylor & Francis
Total Pages: 173
Release: 2002
Genre: Art
ISBN: 0240517148

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"Learn all the tips and tricks of the trade from the professionals. Highly illustrated throughout, points made in the text are demonstrated with the help of numerous superb drawn examples."--