Constraint-based wrinkle simulation in texture space
Paulo Silva, Witawat Rungjiratananon, Sharif Elcott, Remi Driancourt, Takeo Igarashi
Proceedings of the 14th ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2015, pp. 194--194.
Abstract: An important factor in increasing realism of synthetic images, wrinkles have received a considerable amount of attention from the computer graphics research community. The method Wrinkle Meshes, targets real-time simulation of wrinkles [Müller and Chentanez 2010]. This method adds wrinkles to a fine mesh surface representation, by applying a constraint based method guided by a coarse physical simulation. It provides a framework which is simple to implement and unconditionally stable, and therefore desirable for game simulations. A problem with that method is that it requires a high-resolution mesh for simulation and rendering. This usually implies that artists need to create an additional version of assets for the purpose of wrinkling, which is not desirable in video-game production codes where the CPU and memory resources are severely limited. To address this problem we propose a texture-based Wrinkle Meshes. We leverage the idea of a high-resolution constraint-based simulation, but modify it to use a texture space solver. We also propose an encoding for the simulation data which reduces the memory requirements considerably.
Article URL: http://doi.acm.org/10.1145/2786784.2795136
BibTeX format:
@inproceedings{10.1145-2786784.2795136,
  author = {Paulo Silva and Witawat Rungjiratananon and Sharif Elcott and Remi Driancourt and Takeo Igarashi},
  title = {Constraint-based wrinkle simulation in texture space},
  booktitle = {Proceedings of the 14th ACM SIGGRAPH / Eurographics Symposium on Computer Animation},
  pages = {194--194},
  year = {2015},
}
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