为游戏中的布料模拟生成代理资产

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu
{"title":"为游戏中的布料模拟生成代理资产","authors":"Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu","doi":"10.1145/3658177","DOIUrl":null,"url":null,"abstract":"\n Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry,\n proxy mesh.\n This proxy mesh's dynamics drive the detailed high-resolution geometry,\n visual mesh\n , through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.\n","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":null,"pages":null},"PeriodicalIF":7.8000,"publicationDate":"2024-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Proxy Asset Generation for Cloth Simulation in Games\",\"authors\":\"Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu\",\"doi\":\"10.1145/3658177\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry,\\n proxy mesh.\\n This proxy mesh's dynamics drive the detailed high-resolution geometry,\\n visual mesh\\n , through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.\\n\",\"PeriodicalId\":50913,\"journal\":{\"name\":\"ACM Transactions on Graphics\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":7.8000,\"publicationDate\":\"2024-07-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Graphics\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1145/3658177\",\"RegionNum\":1,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Graphics","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3658177","RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

摘要

在实时应用中,模拟高分辨率的布料给计算带来了挑战。在游戏行业,代理网格技术提供了一种替代方案,即模拟简化的低分辨率布料几何图形(代理网格)。这种代理网格的动态效果通过线性混合蒙皮(LBS)技术驱动详细的高分辨率几何图形(视觉网格)。然而,从给定的视觉网格生成具有适当蒙皮权重的合适代理网格并非易事,通常需要熟练的艺术家花费数天时间进行微调。本文介绍了一种将条件不佳的高分辨率视觉网格转换为单层低多边形代理网格的自动管道。鉴于输入的视觉网格可能无法进行仿真,我们的方法会根据特定的使用场景对代理网格进行仿真,并优化蒙皮权重,依靠差分蒙皮和几个精心设计的损失函数,确保蒙皮后的视觉网格在最终仿真中看起来是可信的。我们已在各种具有挑战性的布料模型上测试了我们的方法,证明了其稳健性和有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Proxy Asset Generation for Cloth Simulation in Games
Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh , through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信