Garment Simulation and Collision Detection on a Mobile Device
This paper describes several techniques for accelerating a virtual try-on garment simulation on a mobile device (smartphone or tablet) using parallel computing on a multicore CPU, GPU computing or both depending on the mobile hardware. The system exploits a mass-spring cloth model with velocity modification approach to overcome the super-elasticity. The simulation starts from flat garment pattern meshes positioned around a 3D human body, then seaming forces are applied on the edges of the panels until the garment is seamed and several cloth draping steps are performed in the end. The cloth-body collision detection and response algorithm is based on image-space interference tests and the cloth-cloth collision detection uses entirely GPU based approach on the newer hardware or recursive parallel algorithm on the CPU. As the results section shows the average time of dressing a virtual body with a garment on a modern smart phone supporting OpenGL ES2.0 is 2 seconds and on a tablet supporting OpenGL ES3.0 or 3.1 is less than one second.
Year of publication: |
2016
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Authors: | Vassilev, Tzvetomir Ivanov |
Published in: |
International Journal of Mobile Computing and Multimedia Communications (IJMCMC). - IGI Global, ISSN 1937-9404, ZDB-ID 2703549-9. - Vol. 7.2016, 3 (01.07.), p. 1-15
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Publisher: |
IGI Global |
Subject: | Cloth Simulation | Collision Detection | Garment Simulation | GPU Programming | Mobile Computing |
Saved in:
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