Simulation of Clothing with Folds and Wrinkles

dc.contributor.authorBridson, R.en_US
dc.contributor.authorMarino, S.en_US
dc.contributor.authorFedkiw, R.en_US
dc.contributor.editorD. Breen and M. Linen_US
dc.date.accessioned2014-01-29T06:32:16Z
dc.date.available2014-01-29T06:32:16Z
dc.date.issued2003en_US
dc.description.abstractClothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is carefully controlled when filming live actors. When making films with computer simulated cloth, these subtle but important elements must be captured. In this paper we present several methods essential to matching the behavior and look of clothing worn by digital stand-ins to their real world counterparts. Novel contributions include a mixed explicit/ implicit time integration scheme, a physically correct bending model with (potentially) nonzero rest angles for pre-shaping wrinkles, an interface forecasting technique that promotes the development of detail in contact regions, a post-processing method for treating cloth-character collisions that preserves folds and wrinkles, and a dynamic constraint mechanism that helps to control large scale folding. The common goal of all these techniques is to produce a cloth simulation with many folds and wrinkles improving the realism.en_US
dc.description.seriesinformationSymposium on Computer Animationen_US
dc.identifier.isbn1-58113-659-5en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/SCA03/028-036en_US
dc.publisherThe Eurographics Associationen_US
dc.titleSimulation of Clothing with Folds and Wrinklesen_US
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