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Research On Cloth Simulation Based On Improved Adaptive Mesh

Posted on:2019-10-28Degree:MasterType:Thesis
Country:ChinaCandidate:R J SongFull Text:PDF
GTID:2428330545495924Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
In the Internet environment,the demand for three-dimensional animation is increasing.Many scenes require the simulation of three-dimensional animations,especially 3D network games,such as the recent hot games “PUBG” and “Wilderness Action”.The game players feel the authenticity of the game character.The experience of realism is given by the fidelity of the game characters,especially the clothes on the character body,and the simulation of a large number of these clothes and fabrics elements makes the game characters become truth,this makes the players feel satisfied.The clothes and fabrics attached to the character models will also move along with their movement.This will inevitably lead to a collision between the model and the cloth,how to quickly detect the collision and deal with the collision,which is related to the rendering effect of simulation.In other words,the realism and real-time performance of cloth simulation are not only related to the cloth modeling method,but also affected by the cloth collision processing method.Therefore,this paper aims to study how to simulate the realistic cloth details and optimizes the collision processing time,and discusses and studies in turn.Based on the above background,on the basis of referring to domestic and foreign technical literatures on fabric simulation,this paper has mainly done the following work:1.This paper has studied the adaptive method of cloth meshes.Through analysis and comparison,this paper selects the 1-4 subdivision method as the subdivision method of the cloth mesh model,and studies the subdivision criteria.This paper proposes an edge-based “curvature” 1-4 mesh adaptive processing method,through the definition of the refinement of the meshes,the merger rules,the use of edge "curvature" value as a criterion,and we use it to select the mesh to be processed.With the refinement,there will be cracks between the meshes of different levels.In order to eliminate the occurrence of cracks,this paper proposes to use the method of secondary refinement.2.This paper has studied cloth collision detection methods,and proposed to combine the optimized AABB bounding box with the OBB bounding box,firstly,we optimize the AABB storage space,and then perform hybrid collision detection.In the preliminary collision detection process,the traversal process of the bounding box is optimized,the mesh numbers and time of collision detection are reduced,the collision detection speed is improved,at last,the geometric elements of the colliding object are tested for the intersection of basic geometric elements.The entire time of collision detection process is shorter than the non-optimized AABB-OBB collision,and with the increase of the cloth mesh number,the optimized hybrid collision detection method is more efficient.3.This paper has experimented with C++ and OpenGL,and simulated the details of the cloth fold and the collision of the cloth with the object,showing the state of the cloth falling on the sphere.In summary,based on the research objectives of this paper,this paper presents the method of cloth mesh processing,which enriches the detail of cloth fold;this paper optimizes the traditional mixed collision processing methods and the traversal modes of collision detection,and improves the collision processing time.The research results are inspiring in 3D games,3D virtual fitting and other fields.
Keywords/Search Tags:Cloth Simulation, 1-4 Mesh Adaptive Subdivision, Edge "Curvature", Hybrid Collision Detection
PDF Full Text Request
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