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Research And Application On3D Clothing Of Avatars

Posted on:2013-03-05Degree:MasterType:Thesis
Country:ChinaCandidate:Y XiangFull Text:PDF
GTID:2248330395953360Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
3D dynamic clothing simulation is a so interesting subject that it has draw large amounts of attention from researchers who are expertised in dynamics, computer graphics, clothing drawing, differential geometry and so on.3D dynamic clothing simulation has been widely used in various areas, such as animation, online game, virtual fitting and virtual fashion show. And real and efficient clothing simulation could make avatar much more vivid and with stronger3D visual effect.Dynamic clothing simulation is one of a hot and difficult issue for current virtual reality field. Now,3D dynamic clothing simulation still has three question as follows:firstly, most simulation system generally use square grid mass-spring model while scarcely research triangular structure; secondly, in order to correct the unreasonable deformation of dynamic clothing simulation, most researches employ artificial damping force, but this method will produce obvious Artifact, which will affect the reality of clothing simulation unfortunately; Thirdly, dynamic clothing simulation should guarantee real-time for achieving a fluent simulation screen, but it is still a huge challenge for the clothing simulation with high resolution.Due to these questions, this article proposes a neoteric dynamic clothing simulation system. The model used in this system for garment is the mass-spring model based on triangular mesh. To accomplish the collision of the detection and response between clothing model and human body, the system must rebuild bounding box tree for each frame. In addition, to prevent the unreasonable deformation in dynamic clothing simulation, the article proposes an improved strain limiting method which is based on the traditional strain limiting theory, and the difference from traditional theory is that it computes strain limiting proportion dynamically instead of predefining it to all the principal strain directions. Moreover, when the strain limiting theory is applied to dynamic clothing simulation of high resolution, system will show weak real-time. To improve the real-time of the system, this article takes a prejudgment to those points of clothing model before strain limiting procedure so that can reduce the number of points needed to be dealt with. This article completes this system by C++and OpenGL graphics development libraries with Visual Studio2010development platform.
Keywords/Search Tags:Classified strain limiting, Mass-spring model, Bounding box, Collisiondetection, Implicit integration method
PDF Full Text Request
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