针织服装建模方法

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Dear Fellow Scholars, this is Two Minute Papers with Károly Zsolnai-Fehér. Not so long ago, we talked about a technique that enabled us to render stunningly high quality cloth models in real-time.

It supported level of detail, self shadowing, and lots of other goodies that make computer game developers, and of course, my humble self super happy. And today, we're going to talk about a technique that is able to create these highly detailed cloth geometries for our digital characters.

I have really fond memories of attending to the talk of the Oscar award winner Steve Marschner on this paper a few years ago in Switzerland, and I remember being so spellbound by it that I knew this was a day I will never forget. I am sure you'll love it too.

In this piece of work, the goal is to create a digital garment model that is as detailed and realistic as possible. We start out with an input 3D geometry that shows the rough shape of the model, then, we pick a knitting pattern of our choice.

After that, the points of this knitting pattern are moved so that they correctly fit this 3D geometry that we specified. And now comes the coolest part!

What we created so far is an ad-hoc model that doesn't really look and behave like a real piece of cloth. To remedy this, a physics-based simulation is run that takes this ad-hoc model and the output of this process will be a realistic rest shape for these yarn curves.

And here you can witness how the simulated forces pull the entire piece of garment together. We start out with dreaming up a piece of cloth geometry, and this simulator gradually transforms it into a real-world version of that.

This is a step that we call yarn-level relaxation. Wow.

These final results not only look magnificent, but in a physical simulation, they also behave like real garments. It's such a joy to look at results like this.

Loving it. Again, I would like to note that we're not talking about the visualization of the garment, but creating a realistic piece of geometry.

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