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Deferred Warping

Knuth, Martin ; Bender, Jan ; Goesele, Michael ; Kuijper, Arjan (2017)
Deferred Warping.
In: IEEE Computer Graphics and Applications, 37 (6)
doi: 10.1109/MCG.2016.41
Artikel, Bibliographie

Kurzbeschreibung (Abstract)

We introduce deferred warping, a novel approach for real-time deformation of 3D objects attached to an animated or manipulated surface. Our target application is virtual prototyping of garments where 2D pattern modeling is combined with 3D garment simulation which allows an immediate validation of the design. The technique works in two steps: First, the surface deformation of the target object is determined and the resulting transformation field is stored as a matrix texture. Then the matrix texture is used as look-up table to transform a given geometry onto a deformed surface. Splitting the process in two steps yields a large flexibility since different attachment types can be realized by simply defining specific mapping functions. Our technique can directly handle complex topology changes within the surface. We demonstrate a fast implementation in the vertex shading stage allowing the use of highly decorated surfaces with millions of triangles in real-time.

Typ des Eintrags: Artikel
Erschienen: 2017
Autor(en): Knuth, Martin ; Bender, Jan ; Goesele, Michael ; Kuijper, Arjan
Art des Eintrags: Bibliographie
Titel: Deferred Warping
Sprache: Englisch
Publikationsjahr: 2017
Verlag: IEEE
Titel der Zeitschrift, Zeitung oder Schriftenreihe: IEEE Computer Graphics and Applications
Jahrgang/Volume einer Zeitschrift: 37
(Heft-)Nummer: 6
DOI: 10.1109/MCG.2016.41
URL / URN: http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=7...
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Kurzbeschreibung (Abstract):

We introduce deferred warping, a novel approach for real-time deformation of 3D objects attached to an animated or manipulated surface. Our target application is virtual prototyping of garments where 2D pattern modeling is combined with 3D garment simulation which allows an immediate validation of the design. The technique works in two steps: First, the surface deformation of the target object is determined and the resulting transformation field is stored as a matrix texture. Then the matrix texture is used as look-up table to transform a given geometry onto a deformed surface. Splitting the process in two steps yields a large flexibility since different attachment types can be realized by simply defining specific mapping functions. Our technique can directly handle complex topology changes within the surface. We demonstrate a fast implementation in the vertex shading stage allowing the use of highly decorated surfaces with millions of triangles in real-time.

Freie Schlagworte: Forschungsgruppe Capturing Reality (CARE), Cloth modeling, Geometry, Realtime systems, Rendering, 3D Displays, Virtual prototyping, Geometrically deformable models
Fachbereich(e)/-gebiet(e): 20 Fachbereich Informatik
20 Fachbereich Informatik > Graphics, Capture and Massively Parallel Computing
20 Fachbereich Informatik > Mathematisches und angewandtes Visual Computing
Exzellenzinitiative
Exzellenzinitiative > Graduiertenschulen
Exzellenzinitiative > Graduiertenschulen > Graduate School of Computational Engineering (CE)
Hinterlegungsdatum: 28 Sep 2016 05:56
Letzte Änderung: 09 Dez 2021 11:45
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