We present a new, procedural approach for modelling and animating
the garments worn by virtual characters. Our method takes into account
the properties of fabric to generate the geometry of local folds that
are so crucial for visual realism.
Modelling is performed by approximating an initial free-form surface
roughly representing a garment by a piecewise
developable mesh called the buckling mesh. The latter models the
specific buckling features of fabric: more precisely,
it automatically folds according to pre-computed patterns,
depending on the 3D positions of a few control points. The
approximation enhances the realism of the garment surface since
the wrinkles that make it piecewise developable also
give it the appearance of fabric. Moreover, the set of 2D fabric
panels required to sew the garment is computed during the
process, enabling distortion-free texture mapping.
During animation, the buckling mesh procedurally folds and unfolds
according to the positions of its control points. The latter are animated
through a simple physically-based model that accounts for the floating
behaviour of cloth. Our solution differs completely from the standard
physically-based approach, since it does not require the use of many
mass nodes nor of stiff equations to generate non-extensible cloth.
Our method can be used for the real-time animation of dressed characters,
making it applicable to enhance the realism of virtual humans in real-time applications.
Keywords: cloth modelling, procedural models, real-time animation.
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