Fast Body-Cloth simulation with moving humanoids
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Date
2005Author
Rodriguez-Navarro, Javier
Sainz, Miguel
Susin, Antonio
Metadata
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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.
BibTeX
@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},
DOI = {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},
DOI = {10.2312/egs.20051030}
}