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Research And Implement Of Physics-based Garment Animation

Posted on:2015-10-21Degree:MasterType:Thesis
Country:ChinaCandidate:S L ZhuFull Text:PDF
GTID:2308330473953013Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
Computer animation is an important branch of computer graphics, and deformable object, such as cloth and garment, is a hot topic in computer animation. It is no longer a simple cloth animation simulation, but garment dynamic simulation in video games,movies special effects, virtual fitting and other fields. Physics-based garment animation can reproduce the clothes to the lift movement deformation effect, however, as the realistic and real-time dual goal, garment animation faced with new challenges. Because of the large amount of calculation of physics-based garment animation, it is difficult to meet the real-time requirement; physics-based garment animation is not yet widely practical application.In this paper, I have in-depth and extensive research and analysis on physics-based garment animation, summed up the garment animation simulation process, including garment modeling, numerical integration, and collision & self-collision detection.Concrete process is: first, build a physical model of the object, and the dynamic analysis of the movement of objects, and construction of ordinary differential equations, then use numerical integrator to solve the differential equation, final a collision & self-collision detection with object. In this paper, the main work and contributions are as follows:1. Because the traditional mass-spring model is based on the quadrilateral meshes,I put forward the building of structural spring and bending spring in thetriangular grid.2. Put forward height-based preprocessing algorithm on the basis of positionconstraint, optimized position constraint method is less sensitive to theprocessing order of spring.3. In this paper, I put forward an improved algorithm of a combined withrunge-kutta method and Verlet integration method, compared with thetraditional Verlet integration method, it improves the accuracy of the algorithm.4. Put forward the thought of simplified collision detection in the human bodyand garment, put the body parts with simple geometry, namely sphere andcylinder, simplify the collision detection of human body and garment for thesphere collision detection and the cylinder collision detection, it improves theefficiency.5. Put forward a kind of algorithm based on normal vector cone andnon-penetration filter collision, in the collision detection algorithm based onnon-penetration filter, on the basis of which can effectively eliminate smallcurvature and flat garment area.Through the work above, this paper implements the physics-based garment animation system and the experiment results are analyzed, it achieves the expected target.
Keywords/Search Tags:garment animation, mass-spring model, numerical integration, collision detection, self-collision detection
PDF Full Text Request
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