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.
Studies on virtual textile have long been an appealing topic in computer graphics and most of the efforts were paid to their distinctive appearances or physically-based simulation. However, stain as one of the most commonly seen phenomena has received little attention so far. This paper introduces techniques for simulating the stain effect on fabric. Based on the microstructure of yarns, we propose a triple-layer model (TLM) to handle the liquid-yarn interaction for the wetting and wicking computation, and we formalize the liquid spreading in woven cloth into two typical actions, the in-yarn diffusion and the cross-yarn diffusion. The dye diffusion is driven by the liquid diffusion and the concentration distribution of pigments. The warp-weft anisotropy is handled by simulation of the yarn's structure in the two directions. Experimental results demonstrate that a wide range of fabric stain phenomenon on different textile materials, such as the water ring effect, the high saturate stain contour, and the dynamic wash away effect, can be simulated effectively without loss of visual realism. The realism of our simulation results is comparable to the pictures taken from the real world.
Current out-of-core simplification algorithms can efficiently simplify large models that are too complex to be loaded in to the main memory at one time. However, these algorithms do not preserve surface details well since adaptive sampling, a typical strategy for detail preservation, remains to be an open issue for out-of-core simplification. In this paper, we present an adaptive sampling scheme, called the balanced retriangulation (BR), for out-of-core simplification. A key idea behind BR is that we can use Garland's quadric error matrix to analyze the global distribution of surface details. Based on this analysis, a local retriangulation achieves adaptive sampling by restoring detailed areas with cell split operations while further simplifying smooth areas with edge collapse operations. For a given triangle budget, BR preserves surface details significantly better than uniform sampling algorithms such as uniform clustering. Like uniform clustering, our algorithm has linear running time and small memory requirement.
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