• Title/Summary/Keyword: Cloth Simulation

Search Result 59, Processing Time 0.028 seconds

Cloth simulation using a particle system on triangular mesh (삼각 메쉬 파티클 시스템을 이용한 직물 시뮬레이션)

  • Noh, Jae-Hee;Jung, Moon-Ryul
    • Journal of the Korea Computer Graphics Society
    • /
    • v.16 no.3
    • /
    • pp.31-39
    • /
    • 2010
  • The particle system based on quad mesh has been posed to model cloth. But we need to develop cloth models on triangular meshes because they are widely used. Cloth modeling on triangular mesh is often done in the style of finite element method, which assumes that material is continuous. To preserve the advantages of particle system, e.g. model simplicity and the ease of implementation, even on triangular mesh, this paper proposes a particle system on triangular mesh. The motion of cloth is modeled so that vertices interact with each other via the edges on the triangular mesh. The interactions of vertices are assumed to exist between every adjacent vertex and between every other vertex. The deformation energy due to interaction is constructed based on the theory of elasticity. The contribution of the paper is to implement the advantages of particle system on triangular mesh.

Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.7 no.4
    • /
    • pp.159-168
    • /
    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

Optimization of Material Properties for Coherent Behavior across Multi-resolution Cloth Models

  • Sung, Nak-Jun;Transue, Shane;Kim, Minsang;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.12 no.8
    • /
    • pp.4072-4089
    • /
    • 2018
  • This paper introduces a scheme for optimizing the material properties of mass-spring systems of different resolutions to provide coherent behavior for reduced level-of-detail in MSS(Mass-Spring System) meshes. The global optimal material coefficients are derived to match the behavior of provided reference mesh. The proposed method also gives us insight into levels of reduction that we can achieve in the systematic behavioral coherency among the different resolution of MSS meshes. We obtain visually acceptable coherent behaviors for cloth models based on our proposed error metric and identify that this method can significantly reduce the resolution levels of simulated objects. In addition, we have confirmed coherent behaviors with different resolutions through various experimental validation tests. We analyzed spring force estimations through triangular Barycentric coordinates based from the reference MSS that uses a Gaussian kernel based distribution. Experimental results show that the displacement difference ratio of the node positions is less than 10% even if the number of nodes of $MSS^{sim}$ decreases by more than 50% compared with $MSS^{ref}$. Therefore, we believe that it can be applied to various fields that are requiring the real-time simulation technology such as VR, AR, surgical simulation, mobile game, and numerous other application domains.

Simulation of Stable Cloth on Triangular Mesh via LOD-Based Bending Springs on Strain-Based Dynamics

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.9
    • /
    • pp.73-79
    • /
    • 2023
  • This paper describes a level of detail (LOD) based bending spring structure and damping technique that can reliably represent strain-based dynamics (SBD) on a triangular mesh. SBD models elastic energy using strain instead of energy based on the edge length of a triangular mesh. However, when a large external force occurs, the process of calculating the elastic energy based on edges results in a degenerate triangle, which stretches in the wrong direction because it calculates an unstable strain. In this paper, we introduce an LOD-based bending spring generation and energy calculation method that can efficiently handle this problem. As a result, the technique proposed in this paper can reliably and efficiently handle SBD based on bending springs, which can provide a stable representation of cloth simulation.

An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
    • /
    • v.47 no.2
    • /
    • pp.111-123
    • /
    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

Efficient Cloth Modeling Using Boundary CNN based Image Super-Resolution Method (효율적인 옷감 모델링을 위한 경계 합성곱 신경망 기반의 이미지 슈퍼 해상도 기법)

  • Kim, Jong-Hyun;Kim, Donghui
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.425-428
    • /
    • 2020
  • 본 논문에서는 경계 합성곱 신경망(Convolutional neural network, CNN)기반의 슈퍼 해상도 기법을 이용하여 저해상도 옷감 메쉬를 슈퍼 해상도로 노이즈 없이 안정적으로 표현할 수 있는 기법을 제안한다. 저해상도와 고해상도 메쉬들 간의 쌍은 옷감 시뮬레이션을 통해 얻을 수 있으며, 이렇게 얻어진 데이터를 이용하여 고해상도-저해상도 데이터 쌍을 설정한다. 학습할 때 사용되는 데이터는 옷감 메쉬를 지오메트리 이미지로 변환하여 사용한다. 우리가 제안하는 경계 합성곱 신경망은 저해상도 이미지를 고해상도 이미지로 업스케일링 시키는 이미지 합성기를 학습시키기 위해 사용된다. 테스트 결과로 얻어진 고해상도 이미지가 고해상도 메쉬로 다시 변환되면, 저해상도 메쉬에 비해 주름이 잘 표현되며, 경계 부근에서 나타나는 노이즈 문제가 완화된다. 합성 결과에 대한 성능으로는 전통적인 물리 기반 시뮬레이션보다 약 10배 정도 빠른 성능을 보여준다.

  • PDF

Physics-Based Cloth and Liquid Interaction using GPU Optimization (GPU 최적화를 이용한 물리 기반 옷감과 액체의 상호작용)

  • Seong-Hyeok Moon;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.395-398
    • /
    • 2023
  • 본 논문에서는 물리 기반 옷감 시뮬레이션과 SPH(Smoothed particle hydrodynamics) 기반의 유체 시뮬레이션 간의 상호작용에서 표현되는 다양한 물리적 효과를 GPU 기반으로 빠르게 표현할 수 있는 프레임워크를 제안한다. 기존 기법과는 다르게 수치적 안정성을 개선하기 위해 CCD(Continuous collision detection)를 활용하였으며, 모든 연산이 GPU에서 동작하기 때문에 매우 빠르게 옷감과 유체의 상호작용 장면인 다공성 재질, 기공 흐름, 흡수, 방사, 확산을 모델링할 수 있다.

  • PDF

Segmentation of Seabed Points from Airborne Bathymetric LiDAR Point Clouds Using Cloth Simulation Filtering Algorithm (항공수심라이다 데이터 해저면 포인트 클라우드 분리를 위한 CSF 알고리즘 적용에 관한 연구)

  • Lee, Jae Bin;Jung, Jae Hoon;Kim, Hye Jin
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.38 no.1
    • /
    • pp.1-9
    • /
    • 2020
  • ABL (Airborne Bathymetric LiDAR) is an advanced survey technology that uses green lasers to simultaneously measure the water depths and oceanic topography in coastal and river areas. Seabed point cloud extraction is an essential prerequisite to further utilizing the ABL data for various geographic data processing and applications. Conventional seabed detection approaches often use return waveforms. However, their limited accessibility often limits the broad use of the bathymetric LiDAR (Light Detection And Ranging) data. Further, it is often questioned if the waveform-based seabed extraction is reliable enough to extract seabed. Therefore, there is a high demand to extract seabed from the point cloud using other sources of information, such as geometric information. This study aimed to assess the feasibility of a ground filtering method to seabed extraction from geo-referenced point cloud data by using CSF (Cloth Simulation Filtering) method. We conducted a preliminary experiment with the RIGEL VQ 880 bathymetric data, and the results show that the CSF algorithm can be effectively applied to the seabed point segmentation.

Study on Applicability of Cloth Simulation Filtering Algorithm for Segmentation of Ground Points from Drone LiDAR Point Clouds in Mountainous Areas (산악지형 드론 라이다 데이터 점군 분리를 위한 CSF 알고리즘 적용에 관한 연구)

  • Seul Koo ;Eon Taek Lim ;Yong Han Jung ;Jae Wook Suk ;Seong Sam Kim
    • Korean Journal of Remote Sensing
    • /
    • v.39 no.5_2
    • /
    • pp.827-835
    • /
    • 2023
  • Drone light detection and ranging (LiDAR) is a state-of-the-art surveying technology that enables close investigation of the top of the mountain slope or the inaccessible slope, and is being used for field surveys in mountainous terrain. To build topographic information using Drone LiDAR, a preprocessing process is required to effectively separate ground and non-ground points from the acquired point cloud. Therefore, in this study, the point group data of the mountain topography was acquired using an aerial LiDAR mounted on a commercial drone, and the application and accuracy of the cloth simulation filtering algorithm, one of the ground separation techniques, was verified. As a result of applying the algorithm, the separation accuracy of the ground and the non-ground was 84.3%, and the kappa coefficient was 0.71, and drone LiDAR data could be effectively used for landslide field surveys in mountainous terrain.

Estimating Simulation Parameters for Kint Fabrics from Static Drapes (정적 드레이프를 이용한 니트 옷감의 시뮬레이션 파라미터 추정)

  • Ju, Eunjung;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.5
    • /
    • pp.15-24
    • /
    • 2020
  • We present a supervised learning method that estimates the simulation parameters required to simulate the fabric from the static drape shape of a given fabric sample. The static drape shape was inspired by Cusick's drape, which is used in the apparel industry to classify fabrics according to their mechanical properties. The input vector of the training model consists of the feature vector extracted from the static drape and the density value of a fabric specimen. The output vector consists of six simulation parameters that have a significant influence on deriving the corresponding drape result. To generate a plausible and unbiased training data set, we first collect simulation parameters for 400 knit fabrics and generate a Gaussian Mixed Model (GMM) generation model from them. Next, a large number of simulation parameters are randomly sampled from the GMM model, and cloth simulation is performed for each sampled simulation parameter to create a virtual static drape. The generated training data is fitted with a log-linear regression model. To evaluate our method, we check the accuracy of the training results with a test data set and compare the visual similarity of the simulated drapes.