Silva, PauloRungjiratananon, WitawatElcott, SharifDriancourt, RemiIgarashi, TakeoFlorence Bertails-Descoubes and Stelian Coros and Shinjiro Sueda2016-01-192016-01-192015978-1-4503-3496-9https://doi.org/10.1145/2786784.2795136An important factor in increasing realism of synthetic images, wrinkles have received a considerable amount of attention from the computer graphics research community. The method Wrinkle Meshes, targets real-time simulation of wrinkles [M¨uller and Chentanez 2010]. This method adds wrinkles to a fine mesh surface representation, by applying a constraint based method guided by a coarse physical simulation. It provides a framework which is simple to implement and unconditionally stable, and therefore desirable for game simulations. A problem with that method is that it requires a high-resolution mesh for simulation and rendering. This usually implies that artists need to create an additional version of assets for the purpose of wrinkling, which is not desirable in video-game production codes where the CPU and memory resources are severely limited. To address this problem we propose a texture-based Wrinkle Meshes. We leverage the idea of a high-resolution constraintbased simulation, but modify it to use a texture space solver. We also propose an encoding for the simulation data which reduces the memory requirements considerably.Constraint-based Wrinkle Simulation in Texture Space10.1145/2786784.2795136194-194