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服装建模中的穿透修复及动画方法研究
Alternative TitleA history-free collision resolution and an animation method for garment modeling
闫一帆
Subtype工学硕士
Thesis Advisor叶军涛
2015-06-01
Degree Grantor中国科学院大学
Place of Conferral中国科学院自动化研究所
Degree Discipline计算机应用技术
Keyword服装建模 穿透修复 模型配准 服装动画 Garment Modeling Collision Repair Model Alignment Garment Animation
Abstract虚拟服装建模在服装工业、影视及游戏、电子商务等诸多领域都有着广泛应用,一直是计算机图形学领域的研究热点和难点,直到现在快速、逼真的布料模拟的实现仍然是一个挑战。本文主要面向虚拟服装建模,针对该过程中服装和人体模型的配准技术、布料的碰撞修复技术、以及服装动画方法等开展了一些研究,主要内容如下: (1)提出一种模型配准方法,用于实现服装与人体模型之间的粗配准。基于主成分分析法提取两模型的坐标轴,求解旋转和平移矩阵使得两个坐标轴重合,从而实现两个模型之间的粗配准。 (2)提出一种历史信息无关的穿透修复方法。该算法首先做离散碰撞检测,并结合网格的正反面信息确定非法点,由非法点和与之相交的三角形构成一组相交元,为相交元求解响应向量,使非法点移动到合法的区域,且相交元整体的位移量最小,从而完成碰撞修复。 (3)提出一种将服装网格绑定到人体网格的动画方法。用现有的物理仿真法和本文提出的服装绑定的方法得到服装动画,将这两种方法做对比,比较各自的优缺点和适用场景。物理仿真的方法仿真出的效果比较逼真,但缺点是求解复杂,无法保证实时性。基于服装绑定的实时动画方法则是利用三维重心坐标度量服装和人体的相对位置,在人体姿势改变后保持服装的相对位置始终不变,从而将服装绑定在人体上,生成着装人物动画。该方法速度较快,能保证实时性,但缺点是逼真程度不高。 本文提出的穿透修复方法可较快速地解决布料模拟中的碰撞问题,一定程度提高了整个布料模拟过程的运行速度和稳定性。提出的服装绑定到人体网格的动画方法则可以方便快捷的得到虚拟服装动画,与物理仿真方法分别在各自适用的场景中发挥作用。
Other Abstract3D garment modeling technology has been widely used in the domains of computer animation, garment design, movie, 3D computer games and e-business, etc. During the past decades, 3D garment modeling is one of the most fascinating topics in computer graphics, but fast and real-time cloth modeling and simulation remains a challenge until now. This paper concentrates on collision repair, animation methods and the alignment of two models. The issues being addressed include: (1)A rigid alignment method between garment mesh and model mesh is proposed. This method first computes three orthogonal axises of each mesh based on the principal component analysis. Then compute a matrix that transforms the garment mesh to the model mesh. Thus, the two meshes can be roughly matched. (2)An Efficient collision repair method is proposed. This is a history-free resolver, utilizing surface orientation. Our resolver first computes all edge-face intersections. Each penetration region is represented by a number of stencils, with each stencil consisting of a penetrating vertex-face pair. On response, the stencil vertices are relocated, with minimum displacements, so that the vertexto- face signed distances to zeroed. (3)We proposed a binding-based method for garment animation. And we use physically-based simulation method and this method to get virtual garment animation, then compare the two methods. The animation produced by physicallybased method is very realistic, but it is difficult to solve, so that it can hardly produce real-time animation. The other method, binding-based method, which is proposed by us, maintain the spatial relationship of the two meshes utilizing barycentric coordinates on triangles. In this way, each vertex of garment mesh can be binded to a number of triangles of body mesh, so that whenever the body deforms, the garment will deform accordingly. With this method, we can create real-time animations of dressed human character. But binding-based animation usually has a poor sense of reality compared with physically-based simulation. By adopting the methods proposed by this paper, the collision in cloth simulation can be repaired and users can get garment animation in either way.
Other Identifier201228014629078
Language中文
Document Type学位论文
Identifierhttp://ir.ia.ac.cn/handle/173211/7770
Collection毕业生_硕士学位论文
Recommended Citation
GB/T 7714
闫一帆. 服装建模中的穿透修复及动画方法研究[D]. 中国科学院自动化研究所. 中国科学院大学,2015.
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