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Deferred Warping

Knuth, Martin and Bender, Jan and Goesele, Michael and Kuijper, Arjan (2017):
Deferred Warping.
In: IEEE Computer Graphics and Applications, 37 (6), pp. 76-87. IEEE, DOI: 10.1109/MCG.2016.41,
[Article]

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.

Item Type: Article
Erschienen: 2017
Creators: Knuth, Martin and Bender, Jan and Goesele, Michael and Kuijper, Arjan
Title: Deferred Warping
Language: English
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.

Journal or Publication Title: IEEE Computer Graphics and Applications
Journal volume: 37
Number: 6
Publisher: IEEE
Uncontrolled Keywords: Forschungsgruppe Capturing Reality (CARE), Cloth modeling, Geometry, Realtime systems, Rendering, 3D Displays, Virtual prototyping, Geometrically deformable models
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Graphics, Capture and Massively Parallel Computing
20 Department of Computer Science > Mathematical and Applied Visual Computing
Exzellenzinitiative
Exzellenzinitiative > Graduate Schools
Exzellenzinitiative > Graduate Schools > Graduate School of Computational Engineering (CE)
Date Deposited: 28 Sep 2016 05:56
DOI: 10.1109/MCG.2016.41
Official URL: http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=7...
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