GPU Based Real-Time Clothing Simulation on Moving
Charatrers
Photo-realistic Rendering of Towels
Real-Time Clothes
In real-time graphics applications, scenes involving clothing motion are very common. Real-time clothing simulation on moving characters is still a challenging task because of the long computation time to solve the physically based cloth model on the CPU. To improve the
cloth simulation performance, we propose a level of detail (LOD) method to
move part of the cloth simulation work to the Graphics Processing Unit (GPU)
on current graphics hardware. Current GPUs are highly parallel stream
processors, which do compute-intensive operations more efficiently than the
CPUs do but provide less flexible logic controls. We take advantage of both
the two processors and combine them into a cloth simulation pipeline. The global
motion of the cloth is calculated on the CPU, while the cloth local
deformation and cloth rendering are done on the GPU. To minimize the
computation on the CPU and the CPU-GPU communication, cloth is modeled as a
mesh hierarchy. After the coarse meshes are determined by the CPU, they are
sent to GPU for further refinement. A set of GPU algorithms are invented to
refine the cloth mesh gradually. Specifically, given the Render-To-Vertex
capability of current GPUs, these algorithms can do time evolution, collision
detection, cloth untangling and other collision response on GPU. Our approach
is designed to be easily integrated in most real-time graphics applications
including virtual reality, games and garment CAD. This project is based on a
skeletal based character animation library: Cal3D. Current version (0.9.1) of
this library hasn’t yet provide an acceptable cloth animation mechanism
except for a basic mash-spring system without any collision detection. |
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Photo-Realistic Rendering of Towels |
This is my final project for Advanced
Computer Graphics Class: Photo-realistic Rendering of Towels using Layered
Modeling Method. I modeled the towel base fabric with implicit surfaces
generated from woven pattern and modeled the yarn circles using 3D volume
data. The shape of the volume is guided by external forces and noise
functions. The towel
is rendered using sevethree RenderMan shaders. Here is the technical report in pdf format.
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Useful Cloth Simulation Resources: A Recent
Bibliography by David Prirchard NVidia's
Real-Time Cloth Simulation Shader Thomas Jacobsen's Interactive
Physics Simulation Links |
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