[SIGGRAPH 2018]An Implicit Frictional Contact Solver for Adaptive Cloth Simulation

  Рет қаралды 15,680

Jie Li

Jie Li

6 жыл бұрын

Project URL:
www-users.cselabs.umn.edu/~lix...
JIE LI, University of Minnesota, USA
GILLES DAVIET, Univ. Grenoble Alpes, Inria, CNRS, Grenoble INP, LJK, France and Weta Digital, New Zealand RAHUL NARAIN, University of Minnesota, USA and Indian Institute of Technology Delhi, India FLORENCE BERTAILS-DESCOUBES, Univ. Grenoble Alpes, Inria, CNRS, Grenoble INP, LJK, France MATTHEW OVERBY and GEORGE E. BROWN, University of Minnesota, USA
LAURENCE BOISSIEUX, Univ. Grenoble Alpes, Inria, France
Cloth dynamics plays an important role in the visual appearance of moving characters. Properly accounting for contact and friction is of utmost importance to avoid cloth-body and cloth-cloth penetration and to capture typical folding and stick-slip behavior due to dry friction. We present here the first method able to account for cloth contact with exact Coulomb friction, treating both cloth self-contacts and contacts occurring between the cloth and an underlying character. Our key contribution is to observe that for a nodal system like cloth, the frictional contact problem may be formulated based on velocities as primary variables, without having to compute the costly Delassus operator. Then, by reversing the roles classically played by the velocities and the contact impulses, conical complementarity solvers of the literature can be adapted to solve for compatible velocities at nodes. To handle the full complexity of cloth dynamics scenarios, we have extended this base algorithm in two ways: first, towards the accurate treatment of frictional contact at any location of the cloth, through an adaptive node refinement strategy; second, towards the handling of multiple constraints at each node, through the duplication of constrained nodes and the adding of pin constraints between duplicata. Our method allows us to handle the complex cloth-cloth and cloth-body interactions in full-size garments with an unprecedented level of realism compared to former methods, while maintaining reasonable computational timings.

Пікірлер: 12
@greenmario3011
@greenmario3011 5 жыл бұрын
The twist will haunt my dreams
@katpottz
@katpottz 6 жыл бұрын
woah girl, are you an implicit frictional contact solver? because my cloth simulation is adapting
@ts4gv
@ts4gv 5 жыл бұрын
dude this is fucking great
@AshLordCurry
@AshLordCurry 6 жыл бұрын
I too dance like this
@RongChik
@RongChik 6 жыл бұрын
Awesome! It's cool that people keep working on solving cloth simulation
@bastienpabiot3678
@bastienpabiot3678 6 жыл бұрын
Hip hop is just moving your head ?
@coder0xff
@coder0xff 6 жыл бұрын
Very cool. Is there a model that accounts for aerodynamic drag? I think this would add a considerable amount of realism to the shawl example, as it appears to get to very high perpendicular velocities, like swinging, in the last example.
@chronokoks
@chronokoks 6 жыл бұрын
coupling cloths and fluids/gases has been done a long time ago.. computationaly very intensive
@JanJabbaZamecnik
@JanJabbaZamecnik 5 жыл бұрын
If you're showcasing accurate physic simulation, you should use accurate models and animations. Velocities on that ..animations.. are completely off and I bet that the Shawl motion will dislocate some joints (at least) ;) Also (I'm an animator) my eyes are now bleeding ;)
@JohnSmith-lf8ks
@JohnSmith-lf8ks 5 жыл бұрын
Looks like you missed the whole point of this video. This was showcasing a small part of accurate physic simulation in the context of a scientific paper.
@SLPCaires
@SLPCaires 5 жыл бұрын
@@JohnSmith-lf8ks I think his point is that `bad animation` with unrealistic velocities (slowmo bad) is no good for showing how accurate it is in practice. There is a ton of freely available mocap stuff that could have been used instead. I think its a valid point to make if the "accurate physic simulation in the context of a scientific paper" is using bad input, isn't it? Now turn on motion blur and render it to see what happens. In VFX world the changing topology would be avoided for any number of reasons. It's impressive that it can be done like this, but is it practical? Practical may not be the point at all, I get that, and the value of it even if it isnt.
@Sirmenonottwo
@Sirmenonottwo 6 жыл бұрын
That is a high quality cloth simulation. Janky animations tho :)
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