파티클 기반 직물 시뮬레이션의 수치해석 수렴성 개선을 위한 벡터 내적 방식의 굽힘력 계산기법 


56권  4호, pp. 215-221, 8월  2019
10.12772/TSE.2019.56.215


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  요약

Realistic garment simulations are required not only for academic research but also for use in practical applications such as computer-aided garment design systems. There have been several previous approaches to simulate garment deformation, including the well-known continuum mechanics and fsinite element method. Although, the particlebased method has been more favored in the area of computer graphics, because of its numerical stability and calculation speed. However, the calculation of bending force and its derivatives is a major time bottleneck, along with the collision detection and linear system solving process. Therefore, this study proposes a new theoretical framework with a vectorinner- product-based bending force term to avoid heavy calculations incurred through the conventional angle-based formula. The commercial software Mathematica®, was adopted to derive the tensor products efficiently; in addition, the final calculation speed benchmarking was tested using a three-pieced female garment data set. The sparsity of the final linear matrix was decreased and the resulting final calculation speed-up was 3.3%, for a virtual female garment dress simulation with 7,783 triangular elements.

  통계
2022년 11월부터 누적 집계
동일한 세션일 때 여러 번 접속해도 한 번만 카운트됩니다. 그래프 위에 마우스를 올리면 자세한 수치를 확인하실 수 있습니다.