解开布

D. Baraff, A. Witkin, M. Kass
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引用次数: 274

摘要

布对布的碰撞响应不足是大多数布料仿真系统最严重的缺点。过去研究布-布碰撞的方法是利用历史来确定附近的布区域是否相互渗透。基于历史的方法最大的缺陷是,过程中任何地方的错误都可能导致持久的缠结。这对于制作角色动画来说是一个特别严重的问题,因为角色的身体通常会自我相交,例如肘部或膝盖的弯曲,或者手臂或手靠在身体上的地方。在这些区域被挤压的布料通常会被迫形成锯齿状的自我交叉点,这打败了基于历史的方法,当身体部位分开时,会留下一团乱麻。本文提出了一种基于仿真每一步布料网格全局相交分析的无历史布料碰撞响应算法。只要周围的几何形状允许,该算法就能解决在挤压过程中产生的缠结,并解决缠结的初始条件。在捏布之后解开缠结的能力是不够的,因为标准的布-实体碰撞算法处理捏布的能力非常差,以至于在捏布过程中经常会产生可见的抖动和其他模拟伪影。作为全局相交分析方法的补充,我们提出了一种称为碰撞飞纸的布-实体碰撞算法,消除了这些伪影。本文提出的两种算法在动画制作环境中得到了广泛而成功的应用。
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Untangling cloth
Deficient cloth-to-cloth collision response is the most serious shortcoming of most cloth simulation systems. Past approaches to cloth-cloth collision have used history to decide whether nearby cloth regions have interpenetrated. The biggest pitfall of history-based methods is that an error anywhere along the way can give rise to persistent tangles. This is a particularly serious issue for production character animation, because characters' bodies routinely self-intersect, for instance in the bend of an elbow or knee, or where the arm or hand rests against the body. Cloth that becomes pinched in these regions is often forced into jagged self-intersections that defeat history-based methods, leaving a tangled mess when the body parts separate. This paper describes a history-free cloth collision response algorithm based on global intersection analysis of cloth meshes at each simulation step. The algorithm resolves tangles that arise during pinching as soon as the surrounding geometry permits, and also resolves tangled initial conditions. The ability to untangle cloth after pinching is not sufficient, because standard cloth-solid collision algorithms handle pinches so poorly that they often give rise to visible flutters and other simulation artifacts during the pinch. As a companion to the global intersection analysis method, we present a cloth-solid collision algorithm called collision flypapering, that eliminates these artifacts. The two algorithms presented have been used together extensively and successfully in a production animation environment.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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