Garment Simulation and Collision Detection on a Mobile Device

Garment Simulation and Collision Detection on a Mobile Device

Tzvetomir Ivanov Vassilev
DOI: 10.4018/IJMCMC.2016070101
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Abstract

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.
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2. Background

2.1. Virtual try on Systems

Several research teams have developed virtual garment try on systems. There are two main approaches. Movania & Farbiz (2013) and Giovanni et al (2012) use geometry and image based technique to scale an existing 2D or 3D image of a garment to match the size of the customer. Kevelham & Magnenat-Thalmann (2012) use an accurate cloth simulation accelerated on the GPU for fitting garments on a 3D customer body. As one of the goals of our work is for the customer to be able to try on different sizes of garments, our approach is also based on accurate physically based cloth simulation.

2.2. Previous Work in Cloth Simulation

Many computer graphics researchers have tackled the physically based cloth modelling problem for the last three decades. Terzopoulos et al. (1987) viewed cloth simulation as a problem of deformable surfaces and used the finite element method and energy minimisation techniques. Later some particle based (Breen et al., 1994; Eberhardt et al., 1996) and energy based (Carignan et al., 1992) methods have been developed challenging the cloth simulation.

Provot (1995) proposed a mass-spring model to describe rigid cloth behaviour, which is much faster than the techniques described above. Its main disadvantage is the unrestricted elasticity of ideal springs. In order to overcome this problem, he applied a position modification algorithm to the ends of the over-elongated springs. Later Vassilev et al. (2001) used a velocity modification approach to solve the super-elasticity problem.

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