Virtual Garment Rendering via Normal Direction Simulation
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Solution Overview
Problem
Existing methods for rendering virtual clothing that change with a user's posture either fail to produce realistic wrinkles or require excessive computational resources, leading to performance issues.
Innovation Solution
A method that acquires posture information to calculate the target position of each mesh vertex of virtual clothing, generates a wrinkle height field based on compression ratios and directions, and renders the clothing using normal directions to simulate wrinkles without actual wrinkle generation, thereby reducing computational load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If physical simulation technology is used to make virtual clothing change with user posture, then realistic wrinkle effects are produced, but computational load becomes excessive and device performance requirements become too high
Solution Approach 1:
The patent extracts only the essential wrinkle information needed for realistic rendering without performing complete physical simulation. It calculates wrinkle normals and height fields selectively at key points, then interpolates these to the entire clothing surface, thereby achieving realistic wrinkle effects while dramatically reducing computational requirements compared to full physical simulation.
Solution Approach 2:
The patent changes the approach from simulating full physical deformation to directly computing wrinkle parameters (normals and height fields) based on simplified geometric relationships. By parameterizing wrinkles through normal vectors and height values rather than simulating complete fabric physics, the method achieves realistic appearance with much lower computational cost.
2Productivity
If skeletal animation is used to drive virtual clothing to change with user posture, then overall posture change is achieved, but dynamic wrinkle production is lost resulting in poor realism
Solution Approach 1:
The patent merges skeletal animation for overall posture transformation with a simplified wrinkle calculation system. The skeleton model handles global clothing deformation efficiently, while the additional wrinkle normal and height field calculations add local realistic details. This combination preserves rendering efficiency from skeletal animation while incorporating realistic wrinkle effects.
3Manufacturing precision
If actual wrinkles are generated through physical simulation, then realistic wrinkle effects are achieved, but device performance requirements become excessively high causing lag
Solution Approach 1:
Instead of generating actual physical wrinkles through complex simulation, the patent creates a simplified copy or representation of wrinkle effects using normal vectors and height fields. These copied wrinkle characteristics are sufficient for realistic visual appearance but require minimal computational resources, thereby reducing device performance requirements while maintaining visual fidelity.
Data Source
AI summary
A method and apparatus for rendering virtual clothing, which relate to the field of graphics technology. The method includes: acquiring posture information of a target object; acquiring a target position of each mesh vertex of virtual clothing based on the posture information, the target position of each mesh vertex of the virtual clothing includes a position of each mesh vertex of the virtual clothing after the virtual clothing is deformed based on the posture information; acquiring a normal direction of each position of the virtual clothing based on the target position of each mesh vertex of the virtual clothing; and rendering the virtual clothing based on the normal direction of each position of the virtual clothing and outputting a rendered effect image of the virtual clothing.


