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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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9. Cloth Tearing Simulation

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9.   Cloth Tearing Simulation

Emre Onal

Middle East Technical University emrek1@gmail.com

Veysi İsler

Middle East Technical University isler@ceng.metu.edu.tr

Abstract—Among different physical simulation topics, cloth simulation is one of the most popular subjects in computer graphics. There are many different studies published on different aspects of cloth simulation, but there are not many studies focused on the tearing of cloth. Existing studies related to this topic have only dealt with some aspects of the problem [1] and have not provided general solutions. In this study, we provide a generic solution for different aspects of the problem of tearing cloth. Some of the points we focus on in this study include: providing realistic tearing effect, preserving polygonal area consistency and texture integrity after the process of tearing, and handling the tear properly for either outer physical impacts or inner manipulations like allowing a user to drag the cloth interactively. The technique proposed in this paper works with non-uniform cloth structures. It makes it easier to adopt the solution proposed here for many different simulation systems. The processing cost of the technique is quite small, so it is also appropriate for real-time simulation systems.

Keywords— Cloth Tearing; Cloth Simulation Spring Physics Fracturing materials

I. Introduction

The motion of cloth has unique features when compared to the motion of other objects in the real environment. That is why cloth animation is a topic treated as...

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