Wrinkling Coarse Meshes on the GPU
Fachbereich Elektrotechnik und Informatik, Hochschule Bremen, Germany
Computer Graphics Forum, Volume 25, Issue 3, pages 467-476, September 2006
@conference{loviscach2006wrinkling,
title={Wrinkling coarse meshes on the GPU},
author={Loviscach, J.},
booktitle={Computer Graphics Forum},
volume={25},
number={3},
pages={467–476},
issn={1467-8659},
year={2006},
organization={Wiley Online Library}
}
The simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to generate wrinkles on a piece of garment which mostly appears spread out. This paper presents a corresponding fully GPU-based, easy-to-control, and robust method to generate and render plausible and detailed folds. This simulation is generated from an animated mesh. A relaxation step ensures that the behavior remains globally consistent. The resulting wrinkle field controls the lighting and distorts the texture in a way which closely simulates an actually deformed surface. No highly tessellated mesh is required to compute the position of the folds or to render them. Furthermore, the solution provides a 3D paint interface through which the user may bias the computation in such a way that folds already appear in the rest pose.
December 29, 2010 by hgpu