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Untangling Cloth David Baraff Andrew Witkin Michael Kass
Pixar Animation Studios, 2003
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Introduction to Cloth Simulation
Dynamic physics simulation methods using mesh deformation Reproduce behaviour of cloth-like soft-body objects Production animation cloth simulation Only last 5 years Primarily concerned with character-fitted clothing Cloth Simulation Fundamentals Traditionally three-part process Unconstrained cloth behaviour Cloth-solid intersection Cloth-cloth intersection “Untangling Cloth” presents new approaches to the latter two tailored to production character animation
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Cloth-Solid Intersection
Simulated soft-body intersecting with volumetric rigid body Current algorithms Test each cloth vertex against each solid Apply force to vertices found to be inside an object Production animation Complex inescapably self-intersecting characters Can cause fluttering, wiggling, snagging, scrunching
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Collision Flypapering
No way of avoiding interpenetration No way of correcting particle positions Pinched cloth particles should stay motionless Equidistant from intersecting objects Relative motion to objects Non-uniform surface weighting
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Cloth-Cloth Intersection
Two simulated soft bodies in contact (or one self-intersecting) Apply repulsive forces to both objects Determine which particles are on “wrong” side Current approaches use history Check where particle was previously Production animation Any unresolved tangle in history-based method will escalate New approach needed that compensates rather than attempts to avoid intersection
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Global Intersection Analysis
Intersection algorithm designed to work at mesh-level, not particle-level First find curves on meshes that bound intersections Then determine which mesh segment is smaller Flood-fill method Apply forces to move meshes back outside Quite computationally expensive (18k vertex garment mesh, 0.5 seconds/frame)
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Further Examples Flypapering used to influence motion: Boo rubbing stomach Different influence weights on hand (0%, 50%, 100%)
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Further Examples Shirt tortured extensively (left), then GIA turned on, recovers quickly
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Further Examples Arm pulled in to side then moved away. Without GIA/flypapering, sleeve snags (c), with new algorithms, no snag (d)
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Discussion References Possible use for techniques outside animation?
Real time character cloth animation - the next step? Questions? References “Untangling Cloth”, Baraff, Witkins, Kass, “Real Time Cloth Simulation”, Bargmann,
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