系统仿真学报 ›› 2023, Vol. 35 ›› Issue (9): 2023-2034.doi: 10.16182/j.issn1004731x.joss.22-1406

• 论文 • 上一篇    下一篇

基于人体骨骼特征的三维服装碰撞模拟

陈园园1(), 淮永建1,2(), 聂笑盈1, 郎柯1   

  1. 1.北京林业大学 信息学院,北京 100083
    2.吉林动画学院虚拟现实工程中心,吉林 长春 130012
  • 收稿日期:2022-11-23 修回日期:2023-02-06 出版日期:2023-09-25 发布日期:2023-09-19
  • 通讯作者: 淮永建 E-mail:yuanyuanchen@bjfu.edu.cn;huaiyj@bjfu.edu.cn
  • 第一作者简介:陈园园(1997-),女,硕士生,研究方向为计算机图形学与虚拟现实。E-mail:yuanyuanchen@bjfu.edu.cn
  • 基金资助:
    中央高校基本科研业务费专项资金(BLX202142)

3D Garment Collision Simulation Based on Human Skeletal Features

Chen Yuanyuan1(), Huai Yongjian1,2(), Nie Xiaoying1, Lang Ke1   

  1. 1.School of Information Science and Technology, Beijing Forestry University, Beijing 100083, China
    2.Virtual Reality Engineering Center of Jilin Animation Institute, Changchun 130012, China
  • Received:2022-11-23 Revised:2023-02-06 Online:2023-09-25 Published:2023-09-19
  • Contact: Huai Yongjian E-mail:yuanyuanchen@bjfu.edu.cn;huaiyj@bjfu.edu.cn

摘要:

为了提升实时布料模拟过程中服装与人体碰撞的真实感,提出一种基于包围盒与网格法的自动化人体拟合的碰撞方法。结合人体骨骼结构和服装类型,有效优化参与碰撞模拟的骨骼信息,方便获取人体各部位特征点,并进行语义分割。依据蒙皮动画的特点,生成简单胶囊体和网格包围体拟合人体的几何形状,并实现碰撞体的动态跟随。使用生成的胶囊体代替人体进行粗略碰撞,排除较远端不可能发生碰撞的网格,基于网格方法实现精细化碰撞模拟,有效减少人体与服装模型之间的相互穿透。在弯曲时变形较大导致网格覆盖不全的关节处采用球体拟合,避免局部穿模。实验结果表明,文中方法可以自适应地生成拟合人体的碰撞体。粗略碰撞与精确碰撞结合的方法不仅有效提高服装与人体碰撞模拟的逼真度,而且能够确保高效的三维服装实时模拟效果。

关键词: 碰撞, 布料模拟, 骨骼, 特征点, 网格, 碰撞检测

Abstract:

In order to enhance the realism of garment and human body collision in real-time fabric simulation, an automated human body fitting collision method based on the bounding box and mesh method is proposed. According to the human skeletal structure and garment type, the skeletal information involved in collision simulation is effectively optimized, so as to better obtain the feature points of the human body and semantically segment them. According to the characteristics of skinning animation, simple capsule colliders and mesh colliders are generated to fit the geometric shape of the human body, and the dynamic following of colliders is realized. The generated capsule colliders can realize rough collision instead of the human body and eliminate meshes that are unlikely to collide at distant ends. It achieves accurate collision simulation based on the mesh method and effectively reduces the penetration between the human body and the garment model. Sphere fitting is used at joints where large deformation during bending results in incomplete mesh coverage to avoid local model penetration. The experiment results demonstrate that the proposed method can generate colliders that fit the human body automatically. The method of combining rough collision with a precise collision can not only effectively improve the fidelity of collision simulation between garment and human body but also ensure efficient real-time 3D garment simulation effect.

Key words: collision, fabric simulation, skeleton, feature points, mesh, collision detection

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