Results 1 -
4 of
4
Example-Based Wrinkle Synthesis for Clothing Animation
"... Figure 1: Our method uses a precomputed dataset to synthesize detailed cloth wrinkles (a) that are layered onto a coarse base simulation (inset). The precomputed datset can be used to synthesize wrinkles for a wide range of poses (b and c). This paper describes a method for animating the appearance ..."
Abstract
-
Cited by 4 (0 self)
- Add to MetaCart
Figure 1: Our method uses a precomputed dataset to synthesize detailed cloth wrinkles (a) that are layered onto a coarse base simulation (inset). The precomputed datset can be used to synthesize wrinkles for a wide range of poses (b and c). This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure’s body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in closefitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure’s kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the
Video-based Reconstruction of Animatable Human Characters
- TO APPEAR IN THE ACM SIGGRAPH ASIA CONFERENCE PROCEEDINGS
"... We present a new performance capture approach that incorporates a physically-based cloth model to reconstruct a rigged fullyanimatable virtual double of a real person in loose apparel from multi-view video recordings. Our algorithm only requires a minimum of manual interaction. Without the use of o ..."
Abstract
-
Cited by 4 (1 self)
- Add to MetaCart
We present a new performance capture approach that incorporates a physically-based cloth model to reconstruct a rigged fullyanimatable virtual double of a real person in loose apparel from multi-view video recordings. Our algorithm only requires a minimum of manual interaction. Without the use of optical markers in the scene, our algorithm first reconstructs skeleton motion and detailed time-varying surface geometry of a real person from a reference video sequence. These captured reference performance data are then analyzed to automatically identify non-rigidly deforming pieces of apparel on the animated geometry. For each piece of apparel, parameters of a physically-based real-time cloth simulation model are estimated, and surface geometry of occluded body regions is approximated. The reconstructed character model comprises a skeleton-based representation for the actual body parts and a physically-based simulation model for the apparel. In contrast to previous performance capture methods, we can now also create new real-time animations of actors captured in general apparel.
ETHZurich.
"... Figure 1: Animation wrinkling(lefttoright): rest-shapemesh, frames fromcoarsesimulation,and augmented withdynamic wrinkles. Movinggarmentsandotherclothobjectsexhibitdynamic,complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual design pr ..."
Abstract
- Add to MetaCart
Figure 1: Animation wrinkling(lefttoright): rest-shapemesh, frames fromcoarsesimulation,and augmented withdynamic wrinkles. Movinggarmentsandotherclothobjectsexhibitdynamic,complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual design process, or a computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our workpresentsanalternativeapproachforwrinklegenerationwhich combinescoarseclothanimationwithapost-processingstepforefficient generation of realistic-looking fine dynamic wrinkles. Our method uses the stretch tensor of the coarse animation output as a guide for wrinkle placement. To ensure temporal coherence, theplacementmechanismusesaspace-timeapproachallowingnot onlyforsmoothwrinkleappearanceanddisappearance,butalsofor wrinklemotion,splitting,andmergingovertime. Ourmethodgenerates believable wrinkle geometry using specialized curve-based implicit deformers. The method is fully automatic and has a single user control parameter that enables the user to mimic different fabrics.
Shading-based Dynamic Shape Refinement from Multi-view Video under General Illumination
"... We present an approach to add true fine-scale spatiotemporal shape detail to dynamic scene geometry captured from multi-view video footage. Our approach exploits shading information to recover the millimeter-scale surface structure, but in contrast to related approaches succeeds under general uncons ..."
Abstract
- Add to MetaCart
We present an approach to add true fine-scale spatiotemporal shape detail to dynamic scene geometry captured from multi-view video footage. Our approach exploits shading information to recover the millimeter-scale surface structure, but in contrast to related approaches succeeds under general unconstrained lighting conditions. Our method starts off from a set of multi-view video frames and an initial series of reconstructed coarse 3D meshes that lack any surface detail. In a spatio-temporal maximum a posteriori probability (MAP) inference framework, our approach first estimates the incident illumination and the spatiallyvarying albedo map on the mesh surface for every time instant. Thereafter, albedo and illumination are used to estimate the true geometric detail visible in the images and add it to the coarse reconstructions. The MAP framework uses weak temporal priors on lighting, albedo and geometry which improve reconstruction quality yet allow for temporal variations in the data. 1.

