Augmentation of coarse meshes with wrinkles
department or school: Science, Faculty of
department or school: Computer Science, Department of
data provider: DSpace
degree campus: UBCV
creator: Gillette, Russell
issued: 2015-09-08T11:45:29Z
issued: 2015
related degree: Master of Science - MSc
degree grantor: University of British Columbia
description: Folds and wrinkles are an important visual cue in the recognition of realistically dressed characters in virtual environments. Wrinkles must, however, move dynamically within the context of an animation to retain much of this realism. Adding wrinkles to real-time cloth visualization proves challenging, as the animations used in games, pre-render visualization, and other such applications, often have no reference shape, an extremely low triangle count, and poor temporal and spatial coherence. I contribute approaches towards the persistence of wrinkles over time, and the creation and rendering of wrinkle geometry in a real-time context, towards a novel real-time method for adding believable, dynamic wrinkles to coarse cloth animations. With this method we trace spatially and temporally coherent wrinkle paths and overcomes the inaccuracies and noise in low-end cloth animation. We employ a two stage stretch tensor estimation process, first detecting regions of consistent surface behaviour, and then using these regions to construct a per-triangle, temporally adaptive reference shape and a stretch tensor based on it. We use this tensor to dynamically generate new wrinkle geometry on coarse cloth meshes through use of the GPU tessellation unit. Our algorithm produces plausible fine wrinkles on real-world data sets at real-time frame rates, and is suitable for the current generation of consoles and PC graphics cards.
aggregated CHO: https://circle.library.ubc.ca/rest/handle/2429/54687
note: Augmentation of Coarse Meshes with WrinklesbyRussell GilletteB. Eng, McMaster University, 2013A THESIS SUBMITTED IN PARTIAL FULFILLMENTOF THE REQUIREMENTS FOR THE DEGREE OFMaster of ScienceinTHE FACULTY OF GRADUATE AND POSTDOCTORALSTUDIES(Computer Science)THE UNIVERSITY OF BRITISH COLUMBIA(Vancouver)August 2015c© Russell Gillette, 2015AbstractFolds and wrinkles are an important visual cue in the recognition of realisticallydressed characters in virtual environments. Wrinkles must, however, move dynam-ically within the context of an animation to retain much of this realism. Addingwrinkles to real-time cloth visualization proves challenging, as the animations usedin games, pre-render visualization, and other such applications, often have no refer-ence shape, an extremely low triangle count, and poor temporal and spatial coher-ence. I contribute approaches towards the persistence of wrinkles over time, and thecreation and rendering of wrinkle geometry in a real-time context, towards a novelreal-time method for adding believable, dynamic wrinkles to coarse cloth anima-tions. With this method we trace spatially and temporally coherent wrinkle pathsand overcomes the inaccuracies and noise in low-end cloth animation. We employa two stage stretch tensor estimation process, first detecting regions of consistentsurface behaviour, and then using these regions to construct a per-triangle, tempo-rally adaptive reference shape and a stretch tensor based on it. We use this tensor todynamically generate new wrinkle geometry on coarse cloth meshes through use ofthe GPU tessellation unit. Our algorithm produces plausible fine wrinkles on real-world data sets at real-time frame rates, and is suitable for the current generationof consoles and PC graphics cards.iiPrefaceThe ideas and algorithms described in this thesis, unless otherwise stated below,were developed by myself in concert with Craig Peters, and in consultation withDr. Alla Sheffer and Nicholas Vining. They were submitted in…
has type: Thesis/Dissertation
date issued: 2015-11
is shown at: 10.14288/1.0166683
language: eng
degree discipline: Computer Science
provider: Vancouver : University of British Columbia Library
publisher: University of British Columbia
rights: Attribution 2.5 Canada
rights URI: http://creativecommons.org/licenses/by/2.5/ca/
scholar level: Graduate
type: Text
identifier URI: http://hdl.handle.net/2429/54687