Method of simulating clothing using long range attachments
AssigneeNVIDIA Corporation
InventorsTae-Yong Kim, Matthias Muller-Fischer, Nuttapong Chentanez
Life of this patent
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Abstract
A method is provided for depicting on a display, an object within a simulated environment having clothing. In this method, the clothing is represented as a series of vertices that include vertices that are attached to the object and vertices that are not attached to the object. The method improves upon position based dynamics algorithm by constraining unattached vertices to be a predefined distance away from attached vertices that are connected thereto to compensate for overstretching in the simulated clothing.
Claims21
A method of depicting objects within a simulated environment that have clothing, on a display, said method comprising:
- representing, via a processor, a clothing of an object as a series of vertices, each having a predefined mass, position and velocity that are updated according to forces applied to the vertices within the simulated environment,
- wherein the vertices include attached and unattached vertices, the attached vertices having a substantially higher mass than unattached vertices, and a position of a first unattached vertex that neighbors an attached vertex is constrained to be a first predefined distance away from the attached vertex.
A non-transitory computer readable storage medium comprising instructions that cause a computer system to carry out a method that comprises the steps of:
- representing clothing as a series of vertices, each having a predefined mass, position and velocity that are updated according to forces applied to the vertices within the simulated environment,
- wherein the vertices include attached and unattached vertices, the attached vertices having a substantially higher mass than unattached vertices, and a position of a first unattached vertex that neighbors an attached vertex is constrained to be a first predefined distance away from the attached vertex.
A computer system comprising:
- a memory configured to store data related to one or more vertices;
- a processor configured to depict objects within a simulated environment with clothing on a display by:
- representing the clothing as a series of vertices, each having a predefined mass, position and velocity that are updated according to forces applied to the vertices within the simulated environment,
- wherein the vertices include attached and unattached vertices, the attached vertices having a substantially higher mass than unattached vertices, and a position of a first unattached vertex that neighbors an attached vertex is constrained to be a predefined distance away from the attached vertex.
Dependencies are inferred from the claim text.