Constraint-based Wrinkle Simulation in Texture Space

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Date
2015
Journal Title
Journal ISSN
Volume Title
Publisher
ACM Siggraph
Abstract
An important factor in increasing realism of synthetic images, wrinkles have received a considerable amount of attention from the computer graphics research community. The method Wrinkle Meshes, targets real-time simulation of wrinkles [M¨uller and Chentanez 2010]. This method adds wrinkles to a fine mesh surface representation, by applying a constraint based method guided by a coarse physical simulation. It provides a framework which is simple to implement and unconditionally stable, and therefore desirable for game simulations. A problem with that method is that it requires a high-resolution mesh for simulation and rendering. This usually implies that artists need to create an additional version of assets for the purpose of wrinkling, which is not desirable in video-game production codes where the CPU and memory resources are severely limited. To address this problem we propose a texture-based Wrinkle Meshes. We leverage the idea of a high-resolution constraintbased simulation, but modify it to use a texture space solver. We also propose an encoding for the simulation data which reduces the memory requirements considerably.
Description

        
@inproceedings{
10.1145:2786784.2795136
, booktitle = {
ACM/ Eurographics Symposium on Computer Animation
}, editor = {
Florence Bertails-Descoubes and Stelian Coros and Shinjiro Sueda
}, title = {{
Constraint-based Wrinkle Simulation in Texture Space
}}, author = {
Silva, Paulo
 and
Rungjiratananon, Witawat
 and
Elcott, Sharif
 and
Driancourt, Remi
 and
Igarashi, Takeo
}, year = {
2015
}, publisher = {
ACM Siggraph
}, ISBN = {
978-1-4503-3496-9
}, DOI = {
10.1145/2786784.2795136
} }
Citation