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Virtual Clothing: Theory and Practice

Autor Pascal Volino, Nadia Magnenat-Thalmann
en Limba Engleză Paperback – 31 oct 2012
In an accessible style that will appeal to the professional, student and laymen, the authors explain the methods for creating and simulating clothes for virtual humans. Using numerous detailed illustrations, colourful images, and step-by-step analysis they map out the terrain of this exciting and cutting-edge discipline.
Starting with the beginnings in the mid 1980s and the basic foundations from the field of mechanics, the reader is gradually introduced to the subject. The text draws on a number of related fields such as computer graphics, algorithmics, computational geometry, simulation, modeling, animation, visualization, and virtual reality. The MIRACloth system, developed by the authors, is used as a case study for the results and techniques discussed. The book comes with a CD-ROM featuring dynamic demonstrations of 3D clothes and fashion shows. This is an indispensable text for anybody who wants an intelligent and readable book on virtual clothing.
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Specificații

ISBN-13: 9783642631894
ISBN-10: 3642631894
Pagini: 308
Ilustrații: IX, 283 p.
Dimensiuni: 203 x 254 x 16 mm
Greutate: 0.61 kg
Ediția:Softcover reprint of the original 1st ed. 2000
Editura: Springer Berlin, Heidelberg
Colecția Springer
Locul publicării:Berlin, Heidelberg, Germany

Public țintă

Professional/practitioner

Descriere

In this book, we investigate the problem of simulating clothes and clothing. A range of topics are addressed, from shape modeling of a piece of cloth to the realistic garments on virtual humans. Different situations demand different properties a cloth. Existing solutions, though useful for many applications, reveal that further improvements are required. Cloth modeling has been a topic of research in the textile mechanics and engineering communities for a very long time. However, in the mid 1980s, researchers in computer graphics also became interested in modeling cloth in order to include it in the 3D computer­ generated images and films. The evolution of cloth modeling and garment simulation in computer graphics indicates that it has grown from basic shape modeling to the modeling of its complex physics and behaviors. Chapter 2 provides a summary of the different methods developed in computer graphics over the last 15 to 20 years. In computer graphics, only the macroscopic properties of the cloth surface are considered. Physical accuracy is given less importance in comparison to the visual realism. However, a trend of employing a multi­ disciplinary approach has started, and the community of textile engineering and computer graphics have begun to combine their expertise to come up with solutions that can satisfy that of both communities.

Cuprins

1 Introduction.- 1.1 A Brief Historical Background.- 1.2 Problems.- 1.2.1 Shape and Geometry.- 1.2.2 Behavior.- 1.2.3 Interaction with Environment.- 1.2.4 From Cloth to Garment.- 1.2.5 Rendering.- 1.3 Garment Design and Simulation System: An Example.- 2 Simulation Models.- 2.1 Introduction.- 2.1.1 Dynamics.- 2.1.2 Designing a Mechanical Simulation System.- 2.2 Mechanical Properties of Fabric Materials.- 2.2.1 Fabric Mechanical Parameters.- 2.2.2 Experimental Analysis of Fabric Properties.- 2.3 Implementing Mechanical Models.- 2.3.1 Defining Behavior Laws.- 2.3.2 Fundamental Laws of Mechanics.- 2.3.3 Defining a Simulation Scheme.- 2.4 Mechanical Simulation Systems.- 2.4.1 A Good Simulation System.- 2.4.2 Geometrical Models.- 2.4.3 Continuum Mechanics Models.- 2.4.4 Particle System Models.- 2.4.5 A Fast Particle System for Irregular Meshes.- 2.5 Numerical Integration.- 2.5.1 Integration Techniques.- 2.5.2 Choosing the Suitable Integration Method.- 3 Collision Detection.- 3.1 The Collision Detection Problem.- 3.1.1 Introduction.- 3.1.2 Mastering Complexity.- 3.1.3 An Overview of Different Techniques.- 3.1.4 Robustness.- 3.2 A Hierarchical Scheme for Polygonal Meshes.- 3.2.1 Collision Detection on Hierarchical Meshes.- 3.2.2 Optimizing for Self-Collision Detection.- 3.2.3 Efficiency.- 4 Collision Response.- 4.1 Characterizing Collisions Geometrically.- 4.1.1 Intersections and Proximities.- 4.1.2 Collisions and Surface Orientation.- 4.2 Implementing Collision Response.- 4.2.1 Collision Response on Polygonal Meshes.- 4.2.2 Collision Models.- 4.3 Constraints & Seaming.- 4.3.1 Elastics to Bring Objects Together.- 4.3.2 Controlling the Elastic Effect.- 4.3.3 Applications.- 5 Smoothing & Wrinkles.- 5.1 Multilayer Models.- 5.2 A Simple Geometrical Interpolation Algorithm.- 5.2.1 The Problem.- 5.2.2 Constructing the Surface.- 5.2.3 Results.- 5.2.4 Texture as a Height Field.- 5.2.5 Modulating Wrinkle Amplitude.- 5.2.6 Multilayer Wrinkle Textures.- 5.2.7 Rendering Wrinkles.- 5.2.8 Applications.- 6 Rendering Garments.- 6.1 Rendering Techniques.- 6.1.1 Visualization Principles.- 6.1.2 Rendering Systems.- 6.2 Rendering Textiles.- 6.2.1 Anisotropic Lighting of Textiles.- 6.2.2 Volumetric Textile Models.- 6.2.3 Rendering Choices for Realistic Garments.- 7 The MIRACloth Software.- 7.1 Introduction.- 7.2 Approach.- 7.2.1 Design of Garment Patterns.- 7.2.2 Putting Patterns on Bodies.- 7.2.3 Seaming and Constructing Garments.- 7.2.4 Animation of Garments.- 7.2.5 Defining the Garment Materials and Textures.- 7.2.6 Cutting and Modifications.- 7.3 Software Description.- 7.3.1 Program Features.- 7.3.2 Interface Description.- 7.3.3 V.R. Manipulation Tools.- 7.4 MIRACloth at Work.- 7.4.1 Versatile Fabric Simulation.- 7.4.2 Computer Films and Fashion Shows.- 7.4.3 Model Design.- 7.4.4 Garment Prototyping.- 8 Potential Applications.

Caracteristici

The FIRST book on the topic
Combines theory and practice
Includes supplementary material: sn.pub/extras