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SIGGRAPH 2024Volume 43, Number 4, July 2024

Proxy Asset Generation for Cloth Simulation in Games

Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu 0003

PDF 由论文原始站点提供,PaperCompass 不保存论文文件。DOI 10.1145/3658177 ↗

摘要

Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh, through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.