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OverviewIn 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. Full Product DetailsAuthor: Pascal Volino , Nadia Magnenat-ThalmannPublisher: Springer-Verlag Berlin and Heidelberg GmbH & Co. KG Imprint: Springer-Verlag Berlin and Heidelberg GmbH & Co. K Edition: Softcover reprint of the original 1st ed. 2000 Dimensions: Width: 20.30cm , Height: 1.70cm , Length: 25.40cm Weight: 0.662kg ISBN: 9783642631894ISBN 10: 3642631894 Pages: 283 Publication Date: 01 November 2012 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of Contents1 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.ReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |