ABSTRACT
Virtual environments containing humans moving and performing actions in real time are ubiquitous in computer graphics applications. Such characters are often clothed in woven fabrics. This paper presents a technique for visualizing woven clothes in real time, while optimizing the realistic appearance. The proposed approach supports rendering of complex weave patterns by adopting Weaving Information File (WIF), a standard from textile Computer Aided Design (CAD) for representing the grammar of weaving. We develop a realistic rendering scheme by combining the grammar representation obtained from the WIF with a procedural thread texture, a suitable cloth Bi-directional Reflectance Distribution Function (BRDF) and horizon maps. We employ the multi-texturing approach to meet the real time constraint. Thus our approach to visualizing woven clothes begins from weaving grammar specifications and converts them into textures that can be applied on clothes. We demonstrate the versatility of the proposed approach with examples.
- Adabala N., Magnenat-Thalmann N. and Fei G. Visulization of Woven Cloth Eurographics Symposium on Rendering 2003, pp. 178--185. Google ScholarDigital Library
- Ashikhmin, M., Premoze, S., Shirley, P, A Microfacet Based BRDF Generator SIGGRAPH 2000, pp. 65--74. Google ScholarDigital Library
- D. Baraff and A. Witkin, Large steps in cloth simulation, SIGGRAPH 98, pp 43--54. Google ScholarDigital Library
- F. Cordier and N. Magnenat-Thalmann, 2002. Real time animation of dresses virtual human. In EUROGRAPHICS 2002, Computer Graphics Forum, Blackwell Publishing, vol. 21, 327--336.Google Scholar
- K. Daubert, H. P. A. Lensch, W. Heindrich and H-P. Seidel, Efficient Cloth Modeling and Rendering, Eurographics Workshop on Rendering 2001. Google ScholarDigital Library
- F. Drago and N. Chiba, Procedural Simulation of Interwoven Structures In Advances in Modelling, Animation and Rendering, pp. 123--138, 2002Google Scholar
- Glassner A. 2002. Digital Weaving, Part 1. In IEEE Computer Graphics and Applications, IEEE Press, Vol 22, No.6, 108--118. Google ScholarDigital Library
- Glassner A. 2003. Digital Weaving, Part 2. In IEEE Computer Graphics and Applications, IEEE Press, Vol 23, No. 1, 77--90. Google ScholarDigital Library
- Glassner A. 2003. Digital Weaving, Part 3. In IEEE Computer Graphics and Applications, IEEE Press, Vol 23, No.2, 84--91. Google ScholarDigital Library
- E. Gröller, R. Rau and W. Strasser, Modeling textile as three dimensional texture, In Proc. of Eurographics Workshop on Rendering, 205--214, June 1996. Google ScholarDigital Library
- W. Heidrich, K. Daubert, J. Kautz and H. -P. Seidel Illuminating micro geometry based on precomputed visibility, SIGGRAPH 2000, pp. 455--464. Google ScholarDigital Library
- J. Kautz and M. McCool Interactive Rendering with Arbitrary BRDFs using Separable Approximations, Eurographics Workshop on Rendering 1999, pp. 255--268. Google ScholarDigital Library
- R. Nielsen, R. Keates, R. Sinkler et. al. Weaving Information File, Version 1.1. http://www.mhsoft.com/wif/wif.html 1997.Google Scholar
- P. -P. Sloan, M. F. Cohen Interactive Horizon Mapping, Eurographics Workshop on Rendering 2000. Google ScholarDigital Library
- P. Volino, N. M-Thalmann, Implementing fast Cloth Simulation with Collision Response. Computer Graphics International 2000, June 2000. Google ScholarDigital Library
- S. Westin, J. R. Arvo and K. E. Torrance, Predicting Reflectance Functions from Complex Surfaces, SIGGRAPH 1992. Google ScholarDigital Library
- Y. Xu, Y. Chen S. Lin, Hua Zhong, E. Wu, B. Guo and H. Shum, Photorealistic Rendering of Knitwear Using the Lumislice, SIGGRAPH 2001, pp. 391--398. Google ScholarDigital Library
- T. Yasuda, S. Yokoi, J. Toriwaki and K. Inagaki, A Shading Model for Cloth Objects, IEEE Computer Graphics and Applications, 12(6):15--24. Google ScholarDigital Library
- H. Zhong, Y. Xu, B Guo and H. Shum, Realistic and Efficeint Rendering of Free-Form Knitwear, Journal of Visualization and Computer Animation, Special Isuue on Cloth Simulation, 2000.Google Scholar
Recommendations
Real-time fiber-level cloth rendering
I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesModeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we ...
Real-time rendering of plant leaves
SIGGRAPH '05: ACM SIGGRAPH 2005 PapersThis paper presents a framework for the real-time rendering of plant leaves with global illumination effects. Realistic rendering of leaves requires a sophisticated appearance model and accurate lighting computation. For leaf appearance we introduce a ...
Real-time rendering of realistic-looking grass
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaThe absence of accurately rendered grass in real-time applications such as games and simulation systems can be directly attributed to the massive amounts of geometry required to model grass patches. This in turn is responsible for the drastic increase ...
Comments