Fast Body-Cloth simulation with moving humanoids

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Date
2005
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
In 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.
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@inproceedings{
10.2312:egs.20051030
, booktitle = {
EG Short Presentations
}, editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Fast Body-Cloth simulation with moving humanoids
}}, author = {
Rodriguez-Navarro, Javier
and
Sainz, Miguel
and
Susin, Antonio
}, year = {
2005
}, publisher = {
The Eurographics Association
}, ISBN = {}, DOI = {
10.2312/egs.20051030
} }
Citation