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Improvement And Evaluation Of Real-time Rendering Algorithm For Garment Constraints And Collisions In Virtual Try-on

Posted on:2019-12-10Degree:MasterType:Thesis
Country:ChinaCandidate:D ZhangFull Text:PDF
GTID:2428330566488779Subject:Engineering
Abstract/Summary:PDF Full Text Request
Garment rendering has been widely used in the field of game animation,film and television entertainment,virtual try-on,etc.Smooth virtual try-on has always been people's dreams.Due to the complexity of the shape of the garments,the flexibility of the garments,and the unpredictability of the garments,it is challenging to draw realistic sportswear in real time.In order to satisfy the user's requirements for realism and real-time performance,it is necessary to create an efficient garment constraint model,improve the accuracy of collision detection in the process of garment movement,and the speed in the collision response process.In order to achieve a smooth virtual try-on effect,the drawing of the garment model becomes more important.Garment model is different from rigid body.In each frame of dynamic simulation,the position and velocity of each mesh particle will change.First of all,in order to enrich the types of garment in virtual try-on,it is necessary to complete the rapid modeling of different types of garment.Using MD(Marvelous Designer)to design a two-dimensional garment mask according to the proportion of the garment size,the nodes of the mask are sewn and a three-dimensional garment model is constructed.Use Maya to perform linear blend skinning on the garment model to create a visual skinned mesh to complete the binding and driving of the skeletal animation on the human and garment models.Second,the main role of constraint drawing is to solve the follow-up and multi-directional stretching problems of the garment model.Follow-up problem: Add skin constraints,use the constraint factor to limit the motion range of the garment particles,prevent excessive deviation of the garment particles and the skinned position,ensure accurate follow-up of the garment when the human body moves;Multi-directional stretching problem: introducing the distance constraint equation.Using the position-based dynamic constrained projection method to solve the problem of lateral overstretch between free particles,combined with LRA(Long Range Attachments)model to solve the problem of longitudinal overextension of free particles.Then,collision mapping mainly includes collision detection and response.Its role is mainly to prevent penetration and jitter of the garment model,and to produce true and natural clothing folds.In order to solve the penetrating phenomenon caused by continuous collision of multiple particles in the costume drawing process,the pulse function is constructed to calculate the cushioning speed of the garment particles.The Gauss-Seidel iteration method is used to calculate the skinned constraint equations and distance constraint equations serially to generate true and natural garment folds.The Jacobi iteration method is used to calculate the collision constraint in parallel and solve the problem of jitter based on position dynamics.The solver calculates the position and speed of the garment particles in real time by calculating constraints and collision algorithms.Finally,using the Unity3 D development platform,C#,C++,and JavaScript are used synthetically to design and complete comparative experiments.The results show that this paper makes a useful exploration and improvement of the garment constraint and collision real-time rendering algorithm in virtual try-on.
Keywords/Search Tags:Skinned Constraints, Distance Constraints, Speculative Contract, Pulse Function, Virtual Try-on
PDF Full Text Request
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