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020 _a9783031025976
024 7 _a10.1007/978-3-031-02597-6
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aTS1767
_b2018 EB
100 1 _aStuyck, Tuur
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687569
245 1 0 _aCloth Simulation for Computer Graphics
_cby Tuur Stuyck
250 _a1st edition 2018
264 1 _aCham
_bSpringer International Publishing
_c2018
300 _a1 recurso en línea (XIV, 110 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aSynthesis Lectures on Visual Computing: Computer Graphics Animation Computational Photography and Imaging
_x2469-4223
505 0 _aPreface -- Acknowledgments -- Introduction -- Cloth Representation -- Explicit Integration -- Mass-Spring Models -- Implicit Integration -- Simulation as an Optimization Problem -- Continuum Approach to Cloth -- Controlling Cloth Simulations -- Collision Detection and Response -- What's Next -- Conclusions -- Bibliography -- Author's Biography .
520 _aPhysics-based animation is commonplace in animated feature films and even special effects for live-action movies. Think about a recent movie and there will be some sort of special effects such as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most virtual characters (hopefully!) wear some sort of clothing. The focus of this book is physics-based cloth simulation. We start by providing background information and discuss a range of applications. This book provides explanations of multiple cloth simulation techniques. More specifically, we start with the most simple explicitly integrated mass-spring model and gradually work our way up to more complex and commonly used implicitly integrated continuum techniques in state-of-the-art implementations. We give an intuitive explanation of the techniques and give additional information on how to efficiently implement them on a computer. This book discusses explicit and implicit integration schemes for cloth simulation modeled with mass-spring systems. In addition to this simple model, we explain the more advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998]. This method is commonly used in industry. We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast simulations. In addition to these simulation approaches, we discuss how cloth simulations can be art directed for stylized animations based on the work of Wojan et al. [2016]. Controllability is an essential component of a feature animation film production pipeline. We conclude by pointing the reader to more advanced techniques.
988 _aSynthesis Collection of Technology_2018
650 7 _2embne
_9140255
_aIndustria textil
_xSimulación por ordenador
650 7 _2embne
_9141454
_aAnimación por ordenador
650 7 _2embne
_9687570
_aPrendas de vestir
_xSimulación por ordenador
776 0 8 _iPrinted edition:
_z9783031003486
776 0 8 _iPrinted edition:
_z9783031014697
776 0 8 _iPrinted edition:
_z9783031037252
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-02597-6
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2023
_dz
_eIG
_zSI