This project aims at generating a sequence of images of deformable
surfaces, such as clothes, fluid surface, papers, and living organs,
that are sufficient convincing to our visual perception. Our
compromise with intuitive interactions, computational costs, and
realistic pictures is prior to being faithful to the scientific
foundations.
There are several approaches going beyond classical geometric
modeling techniques to allow representing non-rigid objects, also known
as flexible or soft objects. Some of them are less based on scientific
principles, such as grammar-based models, particle systems, and blobby
objects. Others rely on the physical properties of the modeling
objects to determine its varying shape, such as physically-based
models.
After performing investigations on
- modeling sculptural
objects as isosurfaces of a collection of scalar field sources and
- representing the dynamics behavior of a surface using the degenerated
solid mechanics approach proposed by Terzopoulos, Platt, Barr, and
Fleischer,
we decided to model a cloth as a simplified version of the
Cosserat surface, which takes into consideration the
geometric compatibility between the metric and bending variations.
Differently from considering surfaces as degenerated solid objects and
handling the problem as a 3D one, the
Cosserat surface is a collection of points embedded in a
three-dimensional Euclidean space, to each of which a "deformable"
vetor is assigned. Although the first approach is usually better
conditioned for numerical implementations, the latter includes explicitly
the relation of the motion and the geometric parameters, once the relative
displacements of surface points are governed by a set of constitutive
equations which include the equation of balance of energy and the
fundamental theorem of surface theory due to O. Bonnet. Simulations
of a variety of cloth bendings in a diversity of meterials have been achieved.
We also observed
that a user interface would benefit greatly from these physical and
geometric links, once they make easier to narrow the gap between the
obtained effects and the user expectation at each manipulation.
Currently, we are investigating a procedure for appropriately handling
collisions in our
proposed cloth model.
Any comments about this project will be very appreciated.