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PhysX Research: Wrinkle Meshes

with 7 comments

Dr. Matthias Müller-Fischer, PhysX SDK research lead at Nvidia Switzerland, Novodex founder and man behind many core PhysX algorithms, like Position Based Dynamics solver for cloth and soft-bodies, has published another interesting paper – Wrinkle Meshes.

Abstract:

We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the coarse base mesh allowing the wrinkle vertices to deviate from their attachment positions within a limited range. The shape of the wrinkle mesh is determined by a static solver which runs in parallel to the motion of the base mesh. Our method can be used to automatically enhance a purely animated skin mesh with wrinkles which would be atedious task to do by hand.

The fact that the tessellation of the wrinkle mesh can be chosen independently of the structure of the base mesh can be used to control the look of the wrinkles. The locations of wrinkle formation can be defined by painting the maximum distance the wrinkle mesh is allowed to deviate from the base mesh. The second important application of wrinkle meshes is to add detail to simulated meshes such as cloth. Our method allows one to reduce the resolution of the simulation mesh without losing interesting surface detail. This speeds up the simulation, collision detection and handling and it reduces stretchiness. We show the efficiency and visual quality of the approach in a real-time setting.

In generally, that means more detailed cloth simulation with less resourse consumption. Previous research – Hierarchical Position Based Dynamics – was already added in PhysX SDK 2.8.3 so we believe that Wrinkle Meshes will appear in PhysX SDK or APEX Clothing module soon enough.

Also, you can download demonstrational video (63 mb)

Written by Zogrim

June 15th, 2010 at 7:21 pm

7 Responses to 'PhysX Research: Wrinkle Meshes'

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  1. Upres for cloth! Awesome

      

    Hristo Velev

    15 Jun 10 at 8:39 pm

  2. look very realistic, cool x)

      

    MicrO

    15 Jun 10 at 10:10 pm

  3. Actually the article itself tells that those wrinkles reduce the ‘realistic’ feel.
    More wrinkles -> less resilience for a cloth, and then it doesn’t look like a cloth anymore.

      

    GenL

    15 Jun 10 at 11:00 pm

  4. article itself tells that those wrinkles reduce the ‘realistic’ feel
    Where ?
    I only see notices like coarse meshes that are typically used in games today do not show small scale detail making the cloth look stiff and unrealistic and that wrinkle mesh add those missing details without reducing performance significantly

    More wrinkles -> less resilience for a cloth, and then it doesn’t look like a cloth anymore
    In case of high-triangles count ? yeah, it looks more like thin rubber – but I don’t think anyone will use 100k+ in real games
    Main point – less physical mesh resolution with same visual look (like 2k -> 10k) And it will also keep cloth from stretching to much.

      

    Zogrim

    15 Jun 10 at 11:21 pm

  5. It says “it reduces stretchiness”. While nature of the cloth is to be elastic enough to not produce that many wrinkles. It’s well shown in this video.

      

    GenL

    16 Jun 10 at 12:44 am

  6. It says “it reduces stretchiness”
    I believe that was about over-stretchiness typical for hi-res cloth in PBD (right pic)
    null
    so reducing that is not bad

      

    Zogrim

    16 Jun 10 at 12:56 am

  7. I see what you mean. I was talking about elasticity, because it surely being reduced judging by the video, making a cloth look less realistic.
    I thought that was what they meant by stretchiness, maybe i was wrong.

      

    GenL

    16 Jun 10 at 2:30 am


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