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Garment Simulation and Collision Detection on a Mobile Device

机译:移动设备上的服装模拟和碰撞检测

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This paper describes several techniques for accelerating a virtual try-on garment simulation on a mobile device (smartphone or tablet) using parallel computing on a multicore CPU, GPU computing or both depending on the mobile hardware. The system exploits a mass-spring cloth model with velocity modification approach to overcome the super-elasticity. The simulation starts from flat garment pattern meshes positioned around a 3D human body, then seaming forces are applied on the edges of the panels until the garment is seamed and several cloth draping steps are performed in the end. The cloth-body collision detection and response algorithm is based on image-space interference tests and the cloth-cloth collision detection uses entirely GPU based approach on the newer hardware or recursive parallel algorithm on the CPU. As the results section shows the average time of dressing a virtual body with a garment on a modern smart phone supporting OpenGL ES2.0 is 2 seconds and on a tablet supporting OpenGL ES3.0 or 3.1 is less than one second.
机译:本文介绍了几种技术,这些技术可使用多核CPU上的并行计算和/或GPU计算(取决于移动硬件)在移动设备(智能手机或平板电脑)上加速虚拟试穿服装模拟。该系统利用质量弹簧布模型和速度修正方法克服了超弹性。模拟从围绕3D人体定位的平整服装图案网格开始,然后将接缝力施加到面板的边缘,直到服装被接缝为止,最后执行多个布料悬垂步骤。布料-身体碰撞检测和响应算法基于图像空间干扰测试,布料-布料碰撞检测在较新的硬件上完全使用基于GPU的方法,在CPU上使用递归并行算法。结果部分显示,在支持OpenGL ES2.0的现代智能手机上用衣服为虚拟物体穿衣的平均时间为2秒,而在支持OpenGL ES3.0或3.1的平板电脑上,平均时间不到一秒钟。

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