Simulating Cloth Using Bilinear Elements

International Conference on Computer Graphics and Interactive Techniques(2021)

引用 0|浏览12
暂无评分
摘要
ABSTRACT The most widely used cloth simulation algorithms within the computer graphics community are defined exclusively for triangle meshes. However, assets used in production are often made up of non-planar quadrilaterals. Dividing these elements into triangles and then mapping the displacements back to the original mesh results in faceting and tent-like artifacts when quadrilaterals are rendered as bilinear patches. We propose a method to simulate cloth dynamics on quadrilateral meshes directly, drawing on the well studied Koiter thin sheet model [Koiter 1960] to define consistent elastic energies for linear and bilinear elements. The algorithm elides the need for artifact-prone geometric mapping, and has computation times similar to its fully triangular counterpart.
更多
查看译文
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要