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Pascal Volino, Martin Courchesne, and Nadia Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. Computer Graphics Proceedings, SIGGRAPH'95, 1995.

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Interactive Animation of Cloth including Self Collision.. - Fuhrmann, Luckas (2003)   (2 citations)  (Correct)

....of cloth at interactive rates are possible with our system. Keywords real time animation, cloth modeling, physically based modeling, interactive application 1. INTRODUCTION Several cloth models have been proposed in the last decade. Some of them aim to reproduce the physical behavior of cloth [Bre94, Ebe96, Vol95, Bar98, Vol01]. Even more accurate ones are [Ebe00, Hau01, Cho02] Others are able to generate approximate, but plausible animations in the context of interactive VR applications or games [Mey01, Kan01, Jak01, Kan02] Some recent work [Cor02] combines fast geometric with physical methods for interactive ....

....equation over time in order to yield the new positions of the particles. Internal forces by constraints The way the particles interact with each other distinguishes the cloth models described in the literature. Tremendous effort has been done to develop models which reflect real cloth behavior [Bre94, Ebe96, Vol95, Bar98, Hau01, Cho02]. These models consider properties like shear, anisotropic stretch and bending. Our model is much simpler than those, but will reflect approximations to stretch and bending properties. Since we believe, that in most cases shear and anisotropic stretch can be neglected, we did not take them into ....

P. Volino, M. Courchese, and N. MagnenatThalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. In SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 137--144, Los Angeles, CA, USA, August 1995. ACM SIGGRAPH.


3D Virtual Clothing: from Garment Design to Web3D.. - Chittaro, Corvaglia   (Correct)

....Every collision needs a response to avoid interpenetration and simulate friction and bouncing effects. Initial work on the simulation of garments [10] concentrated only on the geometrical features of deforming cloth, while the first physically based models were proposed in the early 90s [6] [20]. Different physically based approaches have been proposed, e.g. some exploit particles systems for mechanical simulation [5] 8] while others employ continuous models resolved by finite elements [9] Although finite elements have shown the greatest accuracy (at high computational costs) particles ....

Volino P., Courchesne M., Magnenat-Thalmann N. Versatile and Efficient Techniques for Simulating Cloth and other Deformable Objects, in proceedings Siggraph '95, (1995), 137-144.


Collision Handling for Virtual Environments - O'Sullivan, Dingliana.. (2001)   (Correct)

....et al. 1990, Hughes et al. 1996] The second part is devoted to collision detection between polyhedral surfaces. Under the assumption that the connectivity of polyhedra does not change, Van Den Bergen 1997] showed that a hierarchy of Axis Aligned Bounding Boxes can be kept updated on the fly and [Volino et al. 1995] devised an approach to detect self intersection through the use of triangles normals. If the assumption on connectivity is also discarded, a surface may simply be considered as a soup of polygons. The no assumption approaches, which can handle cuts, are generally based on indexing the space ....

Volino, P. Courchesne, M. Thalmann, N. Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects. Proceedings SIGGRAPH 95. 137-144.


Non-Linear Mechanics and Collisions for Subdivision.. - Grinspun, Cirak..   (Correct)

....polynomial deformation. The algorithm uses linear programming, subdivision trees, sweep and prune [9] and loop detection [13] to check for interference. The implementation cost is significant. Volino and Thalmann present an algorithm intended for polygonal surfaces undergoing dynamic deformation [30, 29]. They create a patch hierarchy, use surface curvature tests to rule out self intersections, and use a combination of surface curvature and bounding box tests to rule out intersection between pairs of subsurfaces. We extend this approach to the domain of subdivision surfaces. This involves finding ....

VOLINO,P.,COURCHESNE, M., AND THALMANN,N.M. Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects. In Proc. SIGGRAPH'95, 137-- 144, 1995.


Interactive Animation of Cloth-like Objects in Virtual.. - Meyer, Debunne, Desbrun.. (2000)   (7 citations)  (Correct)

....of clothing virtual humans, this has not been a problem as the objects shapes and the frame to frame coherence of the mass positions guarantee that no tunneling occurs. Also, the above algorithm does not explicitly handle cloth to cloth interactions. However, existing techniques such as [24] and [28] can be integrated into our system. These techniques then handle the cloth to cloth interactions while the above algorithm handles cloth to object interactions. Although more accurate collision algorithms exist, the requirement of real time user interaction in a complex, dynamic environment ....

P. Volino, M. Courchesne, and N. Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. In SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 137--144. ACM SIGGRAPH, Addison Wesley, 1995.


Towards Mechanical Level of Detail for Knitwear Simulation - Nocent, Nourrit, Remion (2001)   (Correct)

....woven cloth. In the early eighties, Jerry Weil proposed a geometric model for hanging cloth [Wei186] The introduction of dynamics in the woven cloth modelling scheme [Terzopoulos87] Breen92] Eberhardt96] induced real improvements, leading to realistic animation of virtual clothes [Carignan92] [Volino95] [Provot95] On the other hand, the knitted cloth study is still marginal. This fact can easily be explained by the complexity of the knitted cloth structure of which the stitches fitting plays an important part in the global dynamic behaviour. This reflection got us to develop a model for ....

Volino,P. Courchesne,M. Magnenat Thalmann N. : Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects, Computer Graphics Proceedings, Annual Conference Series, pp 137-144, 1995.


Interactive Cuts through 3-Dimensional Soft Tissue - Bielser, Maiwald, al. (1999)   (11 citations)  (Correct)

....the interface to the user. The Eurographics Association and Blackwell Publishers 1999. Furthermore, 13] for instance, developed a soft tissue model for facial animation and [14] used mass spring and particle systems for the representation of human muscles. Other interesting work can be found in [21] who devised an efficient collision detection method for cloth simulation. Lately, 1] optimized implicit numerical solution strategies for efficient use in cloth modeling. In summary, existing real time cutting approaches are either designed for surface based tissue models or they restrict the ....

P. Volino, M. Courchesne, and N. M. Thalmann. "Versatile and efficient techniques for simulating cloth and other deformable objects." In SIGGRAPH Proceedings, pages 137--144, 1995.


Interactive Animation of Cloth-like Objects in Virtual.. - Meyer, Debunne, Desbrun.. (2000)   (7 citations)  (Correct)

....of clothing virtual humans, this has not been a problem as the objects shapes and the frame to frame coherence of the mass positions guarantee that no tunneling occurs. Also, the above algorithm does not explicitly handle cloth to cloth interactions. However, existing techniques such as [28] and [29] can be integrated into our system. These techniques then handle the cloth to cloth interactions while the above algorithm handles cloth to object interactions. Although more accurate collision algorithms exist, the requirement of real time user interaction in a complex, dynamic environment ....

P. Volino, M. Courchesne, and N. Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. In SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 137--144. ACM SIGGRAPH, Addison Wesley, 1995.


A Thin Shell Volume for Modeling Human Hair - Kim, Neumann (2000)   (3 citations)  (Correct)

....for global control of hair motion. A global animation for each thin shell volume can be generated with simply deforming the reference surface. Furthermore, it is possible to add a simple dynamics to the reference surface. Collision detection and dynamics of smooth patches have been well studied [10, 14] and may be applied to control the reference surface motions. One can think of the hairs inside the TSV as constrained hairs due to our hair hair interaction model. One can also add free hairs that are unconstrained. The animation of these additional hairs can be done using the standard dynamics ....

P. Volino, M. Courchesne, and N. Thalmann, Versatile and efficient techniques for simulating cloth and other deformable object, SIGGRAPH Proceedings, pp. 137-144, 1995


Fast and Stable Animation of Cloth with an Approximated.. - Kang, Choi, Cho, Park (2000)   (2 citations)  (Correct)

....cannot be achieved without realistic simulation techniques for such objects. Since Terzopoulos[10] characterized the simulation of cloth as a problem in deformable surface, many research groups have tried to give efficient solution to the cloth simulation, and various techniques have been proposed[1, 4, 2, 3, 11, 12]. Most of the techniques are based on physically based modeling, and the problem is formulated as an ordinary differential equation[1] Explicit Euler integration is the simplest approach to this problem. This approach calculates the internal forces at the current state and derives the next state ....

P. Volino, M. Courchesne, and N. Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. Computer Graphics(Proc. of SIGGRAPH '95), pages 137--144, 1995.


Collision Resolutions in Cloth Simulation - Huh, Metaxas, Badler (2001)   (9 citations)  (Correct)

....have tried to expedite the collision detection processes [16, 3] Collision resolution is to find the correct next positions and velocities of colliding objects. Cloth resolution methods so far have found non penetrating positions, velocities and accelerations of cloth surface particles [14, 3, 15]. This scheme works fine for cloth rigid collisions and for the special case of cloth cloth collisions where the dynamic interactions between cloth surfaces in cloth cloth collisions do not have to be noticeable. Volino et al. 15] applied the conjugate gradient method to find the actual ....

....collision resolution. To solve deformable N body collision resolutions, we propose a new collision resolution method which gives a visually reasonable response by ensuring the conservation of N body momentums. Our cloth system is particle based, as many systems are in other cloth research groups [14, 6, 12, 3]. To resolve collisions, we first divide the colliding particles into parts and build a system of linear equations based on the collision relationships between these parts. Then we solve the whole system using the law of N body momentum conservation. The system of equalities is based on the scheme ....

[Article contains additional citation context not shown here]

P. Volino, M. Courchesne, and N. Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. Computer Graphics (Proc. SIGGRAPH), pages 137--144, 1995.


Real-time Animation Technique for Flexible and Thin Objects - Kang, Choi, Cho, Lee, Park (2000)   (8 citations)  (Correct)

....Keywords: flexible object, mass spring model, implicit method, stability 1 INTRODUCTION For the physically based modeling, the massspring model is a simple and powerful approach to representing flexible objects such as cloth. There have been many techniques for simulation of flexible objects [Carig92, Volin95, Provo95], and the techniques use various models such as finite element model, particle system, deformable surface model [Wang98] Among those models, the massspring model is the easiest and most intuitive. Various techniques have been introduced to use the mass spring model to simulate or animate the ....

Volino, P., Courchesne, M., MagnenatThalmann, N.: Versatile and efficient techniques for simulating cloth and other deformable objects, Computer Graphics (Proc. of SIGGRAPH), pp. 137--144, 1995


Interactive Simulation of Surgical Cuts - Bielser, Gross (2000)   (11 citations)  (Correct)

....using an operator framework is introduced by some of the authors of this paper in [5] Eventually, 28] used the concept of Intelligent Scissors for volume cutting along with interactive definitions of a cut contour onto the object s surface. Related work on collision detection can be found in [27] where an efficient collision detection method for cloth simulation is devised. Lately, 2] optimizes implicit numerical solution strategies for efficient use in cloth modeling. We will first describe the conceptual framework of our approach. Section 3 addresses an improved subdivision scheme ....

P. Volino, M. Courchesne, and N. M. Thalmann. "Versatile and efficient techniques for simulating cloth and other deformable objects." In SIGGRAPH Proceedings, pages 137--144, 1995.


From Early Virtual Garment Simulation to Interactive.. - Volino, Cordier.. (2005)   Self-citation (Volino Magnenat-thalmann)   (Correct)

No context found.

Volino P, Courchesne M, Magnenat-Thalmann N. Versatile and efficient techniques for simulating cloth and other deformable objects. Comput Graph (SIGGRAPH'94 proceedings) 1995;95: 137--44.


Virtual Body Morphing - Won-Sook Lee Nadia   Self-citation (Magnenat-thalmann)   (Correct)

No context found.

Volino P., Courchesne M., Magnenat-Thalmann N., "Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects, Computer Graphics, SIGGRAPH'95 proc., pp. 137-144, 1995.


Animating Virtual Actors in Real Environments - Thalmann, Thalmann (1997)   (1 citation)  Self-citation (Magnenat)   (Correct)

....of the actors clothes during an animation sequence. We cannot imagine a realistic sequence involving a virtual actress walking with a completely rigid dress. For this reason, we have recently produced a sequence with a completely dressed Marilyn. Clothes are simulated using physics based models [25 26]. A series of figures illustrates the complete process. Figure 20 shows the original background and Figure 21 the nude body of the actress. In Figure 22, we show how the body is placed inside the real decor. The way of creating clothes is illustrated in Figure 23. Figure 24 explains how a virtual ....

Volino P, Courchesne M, Magnenat Thalmann N, Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects, Proc. SIGGRAPH'95, Computer Graphics, Vol.29, No2, 1995.


The Simulation of a Virtual TV Presentor - Thalmann, Kalra (1998)   Self-citation (Thalmann)   (Correct)

....of control points defined to give the different effects e.g. normal, constraint, and inflating. The movements of the hands are generated in the TRACK module. For the film, the movements of hands are quite important as they show the natural gestures of a TV presentor. 4. 5 Cloth Animation Clothes [7] for the animated body are created in two different steps: Designing cloth panels, using a 2D editor. Seaming the panels together and calculating the animation, using a 3D simulation program. 4.5.1 Cloth structure A garment is basically a single surface discretized into triangles. The surface ....

P. Volino, M. Courchesne, N. Magnenat thalmann, Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects, Proc. SIGGRAPH 95, Los Angeles.


Physically Based Modelling of Human Limbs - Lee Cooper Steve (1998)   (2 citations)  (Correct)

No context found.

Pascal Volino, Martin Courchesne, and Nadia Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. Computer Graphics Proceedings, SIGGRAPH'95, 1995.


Cloth Animation with Adaptively Refined Meshes - Li, Volkov (2005)   (Correct)

No context found.

Volino, P., Courchesne, M. and Thalmann, N. M. (1995), Versatile and efficient techniques for simulating cloth and other deformable objects . SIGGRAPH '95 Conference Proceedings, pp. 137--144.


Simulation of Clothing with Folds and Wrinkles - Bridson, Marino, Fedkiw (2003)   (8 citations)  (Correct)

No context found.

P. Volino, M. Courchesne, and N. Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. Comput. Graph. (SIGGRAPH Proc.), pages 137--144, 1995.


Optimized Spatial Hashing for Collision Detection.. - Teschner.. (2003)   (2 citations)  (Correct)

No context found.

P. Volino, M. Courchesne, N. Magnenat--Thalmann, "Versatile and efficient techniques for simulating cloth and other deformable objects," Proceedings of SIGGRAPH '95, pp. 137--144, 1995.


Extending the Immediate Buckling Model to Triangular Meshes for.. - Choi, Ko (2003)   (1 citation)  (Correct)

No context found.

Pascal Volino, Martin Courshesnes, and Nadia Magnenat Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. In Proceedings of SIGGRAPH 95, Computer Graphics Proceedings, Annual Conference Series, pages 137--144. ACM, ACM Press / ACM SIGGRAPH, August 1995. 1, 2 The Eurographics Association 2003.


Representation of and Modeling with Arbitrary Discontinuity.. - Ellens (1997)   (Correct)

No context found.

Volino, P., Courchesne, M., and Thalmann, M. M. Versatile and efficient techniques for simulating cloth and other deformable objects. Proceedings of SIGGRAPH'95 (Los Angeles, August 6--11, 1995.


Estimating Cloth Simulation Parameters from Video - Bhat, Twigg, Hodgins.. (2003)   (3 citations)  (Correct)

No context found.

P. Volino, M. Courchesne, and N. Magnenat-Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. Computer Graphics, 29(Annual Conference Series):137--144, 1995.


Real-Time Virtual Cables Based On Kinematic Simulation - Hergenröther, Dähne (2000)   (1 citation)  (Correct)

No context found.

Volino, P., Courchesne, MagnenatThalmann, N.: Versatile and Efficient Techniques for Simulating Cloth and Other Deformable Objects, Siggraph 1995

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