3D Garment Vertex Fixing with Variable Springs for Collision Control
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Solution Overview
Problem
Existing garment simulation technologies fail to accurately depict the deformation and collision of garments on virtual avatars due to the flexible nature of fabric, leading to inaccuracies in appearance and interaction with the body.
Innovation Solution
A simulation method using virtual springs with varying intensities to fix vertices of a garment's 3D model, allowing for precise control of deformation and collision prevention, by assigning first and second virtual springs to different areas with specific intensities and repulsive forces to maintain realistic garment interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Stability of the object's composition
If uniform virtual springs are used to fix all vertices of the garment, then the garment structure is stabilized, but the deformation accuracy and collision prevention in specific areas deteriorate
Solution Approach 1:
The patent applies different virtual spring intensities to different vertex groups based on their spatial locations. Vertices in the first area (closer to the avatar body) are fixed with higher intensity springs, while vertices in the second area (farther from the body) use lower intensity springs. This local differentiation resolves the contradiction by providing strong stabilization where needed while allowing natural deformation in other areas.
Solution Approach 2:
The garment vertices are segmented into multiple groups based on their distance from the avatar body, with each group assigned different virtual spring intensities. This segmentation allows the system to apply targeted stabilization forces to specific regions while maintaining deformation freedom in others, simultaneously achieving structure stability and deformation accuracy.
2Reliability
If high intensity virtual springs are applied to all vertices to prevent collision, then collision prevention is improved, but the natural deformation and movement of the garment deteriorates
Solution Approach 1:
The patent implements location-dependent virtual spring intensities where only vertices in the first area (near the avatar body) use high intensity springs for collision prevention, while vertices in the second area use low intensity springs that allow natural garment deformation and movement. This resolves the contradiction by applying strong collision prevention forces locally where needed while maintaining garment adaptability in other regions.
3Shape
If vertices are tightly fixed to maintain garment shape, then shape stability is improved, but the realistic fabric flexibility and wrinkle formation deteriorates
Solution Approach 1:
The patent applies high virtual spring intensity to vertices in the first area to maintain essential garment shape stability near the avatar body, while using low virtual spring intensity on vertices in the second area to allow natural fabric flexibility, wrinkling, and realistic deformation. This local differentiation resolves the contradiction between shape stability and fabric flexibility.
Data Source
AI summary
A simulation method and apparatus receive an input for selecting a partial area of a three-dimensional (3D) model of a garment using a user interface including an internal geometric shape and an external geometric shape, fix first vertices of a first area corresponding to the internal geometric shape to a 3D space at a first intensity, determine second intensities corresponding to second vertices of a second area between the internal geometric shape and the external geometric shape based on the first intensity, fix the second vertices to the 3D space at the second intensities, and simulate the 3D model of the garment by applying the first intensity and the second intensities.


