ABSTRACT
Animations of a clothed character play a key role in enriching visual realism in various CG applications. However, the challenge remains in finding a compact representation of predefined clothing animations while preserving fine-scale details such as wrinkles and folds. In this work, we present a method to decouple clothing animation into a skinning and a non-skinning component. The skinning component controls the general look of a clothing mesh, which is derived from the underlying kinematic character animation; the non-skinning component mainly contributes to the formation of wrinkles, which is further reduced into a lower dimensional subspace to support a compact representation as depicted in Kry et al.'s [2002] work. From a practical viewpoint, our method offers a simple, fast, and effective way to compactly encode predefined clothing animations with fine details.
Supplemental Material
- Kry, P. G., James, D. L., and Pai, D. K. 2002. Eigenskin: real time large deformation character skinning in hardware. In Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation, ACM, New York, NY, USA, SCA '02, 153--159. Google Scholar
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Index Terms
Wrinkle flow for compact representation of predefined clothing animation
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