{"title":"具有等几何分析的非线性布料仿真","authors":"Jingwen Ren, Hongwei Lin","doi":"10.1002/cav.2204","DOIUrl":null,"url":null,"abstract":"<p>Physically based cloth simulation with nonlinear behaviors is studied in this article by employing isogeometric analysis (IGA) for the surface deformation in 3D space. State-of-the-art simulation techniques, which primarily rely on the triangular mesh to calculate physical points on the cloth directly, require a large number of degrees of freedom. An effective method for the cloth deformation that employs high-order continuous B-spline surfaces dependent on control points is proposed. This method leads to the merit of fewer degrees of freedom and superior smoothness. The deformation gradient on the high-order IGA element is then represented by the gradient of the B-spline function. An iterative method for solving the nonlinear optimization transferred from the implicit integration and a direct implicit–explicit method are derived on the basis of elastic force calculation to improve efficiency. The knots of the representation are effectively utilized in collision detection and response to reduce the computational burden. Experiments of nonlinear cloth simulation demonstrate the superiority of the proposed method considering performance and efficiency, achieving accurate, efficient, and stable deformation.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2023-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Nonlinear cloth simulation with isogeometric analysis\",\"authors\":\"Jingwen Ren, Hongwei Lin\",\"doi\":\"10.1002/cav.2204\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Physically based cloth simulation with nonlinear behaviors is studied in this article by employing isogeometric analysis (IGA) for the surface deformation in 3D space. State-of-the-art simulation techniques, which primarily rely on the triangular mesh to calculate physical points on the cloth directly, require a large number of degrees of freedom. An effective method for the cloth deformation that employs high-order continuous B-spline surfaces dependent on control points is proposed. This method leads to the merit of fewer degrees of freedom and superior smoothness. The deformation gradient on the high-order IGA element is then represented by the gradient of the B-spline function. An iterative method for solving the nonlinear optimization transferred from the implicit integration and a direct implicit–explicit method are derived on the basis of elastic force calculation to improve efficiency. The knots of the representation are effectively utilized in collision detection and response to reduce the computational burden. Experiments of nonlinear cloth simulation demonstrate the superiority of the proposed method considering performance and efficiency, achieving accurate, efficient, and stable deformation.</p>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"35 1\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2023-08-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.2204\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2204","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Nonlinear cloth simulation with isogeometric analysis
Physically based cloth simulation with nonlinear behaviors is studied in this article by employing isogeometric analysis (IGA) for the surface deformation in 3D space. State-of-the-art simulation techniques, which primarily rely on the triangular mesh to calculate physical points on the cloth directly, require a large number of degrees of freedom. An effective method for the cloth deformation that employs high-order continuous B-spline surfaces dependent on control points is proposed. This method leads to the merit of fewer degrees of freedom and superior smoothness. The deformation gradient on the high-order IGA element is then represented by the gradient of the B-spline function. An iterative method for solving the nonlinear optimization transferred from the implicit integration and a direct implicit–explicit method are derived on the basis of elastic force calculation to improve efficiency. The knots of the representation are effectively utilized in collision detection and response to reduce the computational burden. Experiments of nonlinear cloth simulation demonstrate the superiority of the proposed method considering performance and efficiency, achieving accurate, efficient, and stable deformation.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.