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Virtual Clothing: Theory and Practice

Virtual Clothing: Theory and Practice (Paperback, Softcover Repri)

Nadia Magnenat-Thalmann, Pascal Volino (지은이)
Springer
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Virtual Clothing: Theory and Practice
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책 정보

· 제목 : Virtual Clothing: Theory and Practice (Paperback, Softcover Repri) 
· 분류 : 외국도서 > 건축/디자인 > 디자인 > 패션
· ISBN : 9783642631894
· 쪽수 : 283쪽
· 출판일 : 2012-11-01

목차

1 Introduction.- 1.1 A Brief Historical Background.- 1.2 Problems.- 1.2.1 Shape and Geometry.- 1.2.2 Behavior.- 1.2.3 Interaction with Environment.- 1.2.4 From Cloth to Garment.- 1.2.5 Rendering.- 1.3 Garment Design and Simulation System: An Example.- 2 Simulation Models.- 2.1 Introduction.- 2.1.1 Dynamics.- 2.1.2 Designing a Mechanical Simulation System.- 2.2 Mechanical Properties of Fabric Materials.- 2.2.1 Fabric Mechanical Parameters.- 2.2.2 Experimental Analysis of Fabric Properties.- 2.3 Implementing Mechanical Models.- 2.3.1 Defining Behavior Laws.- 2.3.2 Fundamental Laws of Mechanics.- 2.3.3 Defining a Simulation Scheme.- 2.4 Mechanical Simulation Systems.- 2.4.1 A Good Simulation System.- 2.4.2 Geometrical Models.- 2.4.3 Continuum Mechanics Models.- 2.4.4 Particle System Models.- 2.4.5 A Fast Particle System for Irregular Meshes.- 2.5 Numerical Integration.- 2.5.1 Integration Techniques.- 2.5.2 Choosing the Suitable Integration Method.- 3 Collision Detection.- 3.1 The Collision Detection Problem.- 3.1.1 Introduction.- 3.1.2 Mastering Complexity.- 3.1.3 An Overview of Different Techniques.- 3.1.4 Robustness.- 3.2 A Hierarchical Scheme for Polygonal Meshes.- 3.2.1 Collision Detection on Hierarchical Meshes.- 3.2.2 Optimizing for Self-Collision Detection.- 3.2.3 Efficiency.- 4 Collision Response.- 4.1 Characterizing Collisions Geometrically.- 4.1.1 Intersections and Proximities.- 4.1.2 Collisions and Surface Orientation.- 4.2 Implementing Collision Response.- 4.2.1 Collision Response on Polygonal Meshes.- 4.2.2 Collision Models.- 4.3 Constraints & Seaming.- 4.3.1 Elastics to Bring Objects Together.- 4.3.2 Controlling the Elastic Effect.- 4.3.3 Applications.- 5 Smoothing & Wrinkles.- 5.1 Multilayer Models.- 5.2 A Simple Geometrical Interpolation Algorithm.- 5.2.1 The Problem.- 5.2.2 Constructing the Surface.- 5.2.3 Results.- 5.2.4 Texture as a Height Field.- 5.2.5 Modulating Wrinkle Amplitude.- 5.2.6 Multilayer Wrinkle Textures.- 5.2.7 Rendering Wrinkles.- 5.2.8 Applications.- 6 Rendering Garments.- 6.1 Rendering Techniques.- 6.1.1 Visualization Principles.- 6.1.2 Rendering Systems.- 6.2 Rendering Textiles.- 6.2.1 Anisotropic Lighting of Textiles.- 6.2.2 Volumetric Textile Models.- 6.2.3 Rendering Choices for Realistic Garments.- 7 The MIRACloth Software.- 7.1 Introduction.- 7.2 Approach.- 7.2.1 Design of Garment Patterns.- 7.2.2 Putting Patterns on Bodies.- 7.2.3 Seaming and Constructing Garments.- 7.2.4 Animation of Garments.- 7.2.5 Defining the Garment Materials and Textures.- 7.2.6 Cutting and Modifications.- 7.3 Software Description.- 7.3.1 Program Features.- 7.3.2 Interface Description.- 7.3.3 V.R. Manipulation Tools.- 7.4 MIRACloth at Work.- 7.4.1 Versatile Fabric Simulation.- 7.4.2 Computer Films and Fashion Shows.- 7.4.3 Model Design.- 7.4.4 Garment Prototyping.- 8 Potential Applications.

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