000 07128nam a22007571i 4500
001 8449369
003 IEEE
005 20200413152927.0
006 m eo d
007 cr cn |||m|||a
008 180829s2018 caua foab 000 0 eng d
020 _a9781681734125
_qebook
020 _z9781681734132
_qhardcover
020 _z9781681734118
_qpaperback
024 7 _a10.2200/S00867ED1V01Y201807VCP032
_2doi
035 _a(CaBNVSL)swl000408657
035 _a(OCoLC)1050333790
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aTS1767
_b.S783 2018
082 0 4 _a677
_223
100 1 _aStuyck, Tuur,
_eauthor.
245 1 0 _aCloth simulation for computer graphics /
_cTuur Stuyck.
264 1 _a[San Rafael, California] :
_bMorgan & Claypool,
_c2018.
300 _a1 PDF (xv, 105 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aSynthesis lectures on visual computing,
_x2469-4223 ;
_v# 32
538 _aMode of access: World Wide Web.
538 _aSystem requirements: Adobe Acrobat Reader.
500 _aPart of: Synthesis digital library of engineering and computer science.
504 _aIncludes bibliographical references (pages 99-103).
505 0 _a1. Introduction -- 1.1 Physics-based animation -- 1.2 Applications of cloth simulation -- 1.2.1 Offline simulations -- 1.2.2 Real-time simulation -- 1.3 Cloth simulation pipeline in animation -- 1.3.1 Research -- 1.3.2 Software development -- 1.3.3 Simulation in production --1.4 History of cloth simulation -- 1.5 Overview of this book -- 1.6 Intended audience -- 1.7 Getting started --
505 8 _a2. Cloth representation -- 2.1 Triangles -- 2.2 Particles -- 2.3 Forces -- 2.3.1 Frames and steps --
505 8 _a3. Explicit integration -- 3.1 Introduction -- 3.2 Explicit integration -- 3.3 Stability analysis -- 3.3.1 Test equation -- 3.3.2 Explicit Euler analysis -- 3.4 Adaptive time stepping -- 3.5 Conclusion --
505 8 _a4. Mass-spring models -- 4.1 Introduction -- 4.2 Computing masses -- 4.3 Computing forces -- 4.3.1 Energy minimization -- 4.3.2 Spring potential energy and force -- 4.3.3 Spring damping force -- 4.4 Putting it all together -- 4.5 Tearable cloth -- 4.6 Other mass-spring applications -- 4.6.1 Hair simulation -- 4.6.2 Soft body dynamics -- 4.7 Conclusion --
505 8 _a5. Implicit integration -- 5.1 Introduction -- 5.2 Backward Euler -- 5.2.1 Linearization -- 5.3 Stability analysis -- 5.4 Spring forces and their derivatives -- 5.5 Block compressed row storage -- 5.5.1 Matrix-vector multiplication -- 5.6 Adding velocity constraints -- 5.7 Solving the linear system -- 5.7.1 Preconditioning -- 5.8 Position alterations -- 5.9 A quick note on stability -- 5.10 Alternative integration schemes -- 5.11 Conclusion --
505 8 _a6. Simulation as an optimization problem -- 6.1 Introduction -- 6.2 Notation -- 6.3 Reformulating the problem -- 6.4 Solving the nonlinear actuations -- 6.5 Local-global alternation problem formulation -- 6.6 Solving time integration using local-global alternation -- 6.6.1 Local step -- 6.6.2 Global step -- 6.7 Conclusion --
505 8 _a7. Continuum approach to cloth -- 7.1 Introduction -- 7.2 Cloth rest shape -- 7.3 Computing forces and their derivatives -- 7.3.1 Damping forces -- 7.4 Stretch forces -- 7.5 Shear forces -- 7.6 Bend forces -- 7.7 Conclusion --
505 8 _a8. Controlling cloth simulations -- 8.1 Introduction -- 8.2 Control problem formulation -- 8.2.1 The goal function -- 8.2.2 Tuning the goal function -- 8.2.3 Minimizing the goal function -- 8.3 Adjoint state computation -- 8.4 Updating control forces -- 8.5 Creating keyframes -- 8.6 Conclusion --
505 8 _a9. Collision detection and response -- 9.1 Introduction -- 9.2 Collision detection -- 9.2.1 Bounding volume hierarchies -- 9.2.2 Basic primitive tests -- 9.3 Collision response -- 9.3.1 Cloth-cloth collision response -- 9.3.2 Object-cloth collision response -- 9.4 Discussion -- 9.5 Further reading -- 9.6 Conclusion --
505 8 _a10. What's next -- 10.1 Real-time applications -- 10.2 Subspace cloth simulation -- 10.3 Alternative cloth models -- 10.4 Art directing cloth -- 10.5 Cloth rendering --
505 8 _a11. Conclusions -- A. Vector calculus -- Bibliography -- Author's biography.
506 _aAbstract freely available; full-text restricted to subscribers or individual document purchasers.
510 0 _aCompendex
510 0 _aINSPEC
510 0 _aGoogle scholar
510 0 _aGoogle book search
520 3 _aPhysics-based animation is commonplace in animated feature films and even special effects for live-action movies. Think about a recent movie and there will be some sort of special effects such as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most virtual characters (hopefully!) wear some sort of clothing. The focus of this book is physics-based cloth simulation. We start by providing background information and discuss a range of applications. This book provides explanations of multiple cloth simulation techniques. More specifically, we start with the most simple explicitly integrated mass-spring model and gradually work our way up to more complex and commonly used implicitly integrated continuum techniques in state-of-the-art implementations. We give an intuitive explanation of the techniques and give additional information on how to efficiently implement them on a computer. This book discusses explicit and implicit integration schemes for cloth simulation modeled with mass-spring systems. In addition to this simple model, we explain the more advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998]. This method is commonly used in industry. We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast simulations. In addition to these simulation approaches, we discuss how cloth simulations can be art directed for stylized animations based on the work of Wojtan et al. [2006]. Controllability is an essential component of a feature animation film production pipeline.We conclude by pointing the reader to more advanced techniques.
530 _aAlso available in print.
588 _aTitle from PDF title page (viewed on August 29, 2018).
650 0 _aTextile fabrics
_xComputer simulation.
650 0 _aClothing and dress
_xComputer simulation.
650 0 _aComputer graphics.
650 0 _aComputer animation.
653 _aphysics-based simulation
653 _acloth simulation
653 _acomputer graphics
653 _aexplicit integration
653 _aimplicit integration
653 _aadjoint optimization
776 0 8 _iPrint version:
_z9781681734118
_z9781681734132
830 0 _aSynthesis digital library of engineering and computer science.
830 0 _aSynthesis lectures on visual computing ;
_v# 32.
_x2469-4223
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/servlet/opac?bknumber=8449369
999 _c562320
_d562320