Simulation of Clothing with Folds and Wrinkles

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Date
2003
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Clothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is carefully controlled when filming live actors. When making films with computer simulated cloth, these subtle but important elements must be captured. In this paper we present several methods essential to matching the behavior and look of clothing worn by digital stand-ins to their real world counterparts. Novel contributions include a mixed explicit/ implicit time integration scheme, a physically correct bending model with (potentially) nonzero rest angles for pre-shaping wrinkles, an interface forecasting technique that promotes the development of detail in contact regions, a post-processing method for treating cloth-character collisions that preserves folds and wrinkles, and a dynamic constraint mechanism that helps to control large scale folding. The common goal of all these techniques is to produce a cloth simulation with many folds and wrinkles improving the realism.
Description

        
@inproceedings{
10.2312:SCA03/028-036
, booktitle = {
Symposium on Computer Animation
}, editor = {
D. Breen and M. Lin
}, title = {{
Simulation of Clothing with Folds and Wrinkles
}}, author = {
Bridson, R.
 and
Marino, S.
 and
Fedkiw, R.
}, year = {
2003
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-5288
}, ISBN = {
1-58113-659-5
}, DOI = {
10.2312/SCA03/028-036
} }
Citation