基于角色几何碰撞体估计的实时服装仿真
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Supported by the National Natural Science Foundation of China under Grant No.60533080 (国家自然科学基金); the Natural Science Foundation of Guangdong Province of China under Grant No.033323AF020501 (广东省自然科学基金)


Real-Time Garment Simulation Based on Geometrically Approximating Character with Colliding Objects
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    摘要:

    提出了一种快速处理三维服装仿真中角色与服装碰撞的方法.该方法能够满足交互式实时仿真环境的需求.在预处理阶段,根据蒙皮动画的特点,将角色的几何形状以球和简化凸包等简单碰撞体进行估计.在实时模拟阶段,这些碰撞体跟随骨架运动并代替角色模型网格完成与虚拟服装之间的碰撞处理.此外,为了能够快速计算碰撞响应信息,该方法还利用外围映射机制进一步开发了相交测试的空间局部性.实验结果表明,应用该方法可以有效避免衣片与角色模型之间的相互穿透,同时大幅度地减少碰撞处理计算量.实时仿真系统对于复杂服装网格仍然保持了较高的模拟帧速率.

    Abstract:

    This paper proposes a method for quickly handling collision between character and garment in 3D garment simulation that aims to use in interactive real-time simulation environment.During the pre-processing stage, geometric shape of the character model is approximated with several simple colliding objects,which involve spheres and simplified convex hulls according to skinning animation technique.During the real-time simulation stage,these colliding objects driven by skeleton replace character meshes for fulfilling collision handle with cloth pieces.Moreover,in order to quickly compute collision response information,the space locality of intersection test is exploited by introducing external map mechanism.Experimental results demonstrate that the method can effectively avoid penetrations between cloth piece and character model,and significantly reduce the computational cost of collision handle.The real-time system,even with complicated garment mesh,still keeps a high simulation frame rate.

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孙守迁,徐爱国,黄琦,王鑫.基于角色几何碰撞体估计的实时服装仿真.软件学报,2007,18(11):2921-2931

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  • 收稿日期:2006-07-26
  • 最后修改日期:2006-12-06
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