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dc.contributor.authorRodriguez-Navarro, Javieren_US
dc.contributor.authorSainz, Miguelen_US
dc.contributor.authorSusin, Antonioen_US
dc.contributor.editorJohn Dingliana and Fabio Ganovellien_US
dc.date.accessioned2015-07-19T16:45:26Z
dc.date.available2015-07-19T16:45:26Z
dc.date.issued2005en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20051030en_US
dc.description.abstractIn this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions when the humanoid is moving. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleFast Body-Cloth simulation with moving humanoidsen_US
dc.description.seriesinformationEG Short Presentationsen_US
dc.description.sectionheadersSimulation and Modellingen_US
dc.identifier.doi10.2312/egs.20051030en_US
dc.identifier.pages85-88en_US


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