“Clean Cloth Inputs: Removing Character Self-Intersections With Volume Simulation”

  • ©Audrey Wong, David (Dave) Eberle, and Theodore Kim

  • ©Audrey Wong, David (Dave) Eberle, and Theodore Kim

  • ©Audrey Wong, David (Dave) Eberle, and Theodore Kim

  • ©Audrey Wong, David (Dave) Eberle, and Theodore Kim

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Entry Number: 43

Title:

    Clean Cloth Inputs: Removing Character Self-Intersections With Volume Simulation

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Abstract:


    Simulation artists frequently work with characters that self-intersect. When these characters are sent as inputs to a cloth simulator, the results can often contain terrible artifacts that must addressed by tediously sculpting either the input characters or the output cloth. In this talk, we apply volume simulation to character meshes and remove self-intersections before they are sent to the cloth simulator. The technique has successfully dealt with very challenging animation scenarios in a production setting and was applied to all the characters on the short film, Bao.

References:


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    David Baraff and Andrew Witkin. 1998. Large Steps in Cloth Simulation. In Proceedings of SIGGRAPH. 43–54.
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    S. Bouaziz, S. Martin, T. Liu, L. Kavan, and M. Pauly. 2014. Projective Dynamics: Fusing Constraint Projections for Fast Simulation. ACM Trans. Graph. 33, 4, Article 154 (2014), 11 pages.
    Ryan Kautzman, Jiayi Chong, and Patrick Coleman. 2012. Stable, Art-Directable Skin and Flesh Using Biphasic Materials. In ACM SIGGRAPH Talks. 1.
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