CN112508993B - Clothes movement simulation method, terminal equipment and storage medium - Google Patents

Clothes movement simulation method, terminal equipment and storage medium Download PDF

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CN112508993B
CN112508993B CN202011294139.3A CN202011294139A CN112508993B CN 112508993 B CN112508993 B CN 112508993B CN 202011294139 A CN202011294139 A CN 202011294139A CN 112508993 B CN112508993 B CN 112508993B
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points
attachment
point
triangle
motion
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CN112508993A (en
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林文林
林永佳
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Fantasy Bear Xiamen Information Technology Co ltd
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Fantasy Bear Xiamen Information Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T7/00Image analysis
    • G06T7/20Analysis of motion
    • G06T7/215Motion-based segmentation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation
    • G06T17/205Re-meshing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2207/00Indexing scheme for image analysis or image enhancement
    • G06T2207/20Special algorithmic details
    • G06T2207/20021Dividing image into blocks, subimages or windows

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
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  • Multimedia (AREA)
  • Computer Vision & Pattern Recognition (AREA)
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Abstract

The invention relates to a clothes movement simulation method, terminal equipment and storage medium, wherein the method comprises the following steps: dividing all points in the clothes into a motion point and an attachment point; binding the attachment points on the attachment triangle, and moving along with the movement of the attachment triangle; mapping all the motion points into a horizontal plane and dividing the motion points into a plurality of grid blocks, and obtaining mapping lines corresponding to all the motion points in each grid block in the vertical direction; setting the point closest to the attachment point in the vertical direction in the mapping line as a traction point, setting the traction point to move along the attachment triangle, and simulating the movement of other mapping points on the mapping line according to the mechanical relationship between the movement of the traction point and the mapping point on the mapping line; and connecting the mapping points on two adjacent mapping lines to form a plurality of triangles, setting the triangle closest to the motion point as an attached triangle, and enabling the motion point to move along with the attached triangle. The invention can simulate the movement process of clothes more truly and accurately.

Description

Clothes movement simulation method, terminal equipment and storage medium
Technical Field
The present invention relates to the field of garment simulation, and in particular, to a garment motion simulation method, a terminal device, and a storage medium.
Background
The existing dynamic simulation method of clothes mainly comprises two directions, namely playing an animation file and building an algorithm simulation of a mechanical model. The method for playing the animation file needs to make animation in advance, and at present, the animation is prestored mainly through skeleton binding and point buffering. The algorithmic simulation of the mechanical model is mainly a mass-spring system. The mode of pre-making the animation has lower applicability, and when the human body is deformed, the pre-storing animation is not used. The algorithm simulation of the mechanical model needs a large amount of calculation, and for complex clothes, a good method does not exist at present to achieve real-time simulation at the mobile end, and the good simulation at the PC end also needs to be pre-calculated, so that real-time interaction is not achieved.
Disclosure of Invention
In order to solve the problems, the invention provides a clothes motion simulation method, terminal equipment and a storage medium.
The specific scheme is as follows:
a garment motion simulation method comprising the steps of:
s1: dividing all points in the clothes into movement points and attachment points according to the position relation between each point in the clothes and the body or other points;
s2: setting a triangle formed by a body triangle closest to the attachment point or other attachment points as an attachment triangle corresponding to the attachment point, binding the attachment point on the attachment triangle, and moving along with the movement of the attachment triangle;
s3: mapping all the motion points into a horizontal plane and dividing the horizontal plane into a plurality of grid blocks, obtaining mapping lines corresponding to all the motion points in each grid block in the vertical direction, and dividing the mapping lines into a plurality of sections by the plurality of mapping points;
s4: setting the point closest to the attachment point in the vertical direction in the mapping line as a traction point, setting the traction point to move along with the motion of the attachment triangle formed by the attachment point closest to the traction point, and simulating the motion of other mapping points on the mapping line according to the motion of the traction point and the mechanical relationship between the mapping points on the mapping line;
s5: connecting the mapping points on two adjacent mapping lines to form a plurality of triangles, setting the triangle closest to the motion point as an attached triangle, binding the motion point on the attached triangle, and moving along with the motion of the attached triangle.
Further, the method for dividing the middle point of the clothes comprises the following steps:
s11: dividing the garment into a main body block and a decoration block;
s12: setting points contained in the decoration block as attachment points;
s13: setting points, of all points contained in the main body block, with the distances from the main body smaller than a distance threshold value as attachment points;
s14: judging whether the edge points of clothes are contained in each closed area or not in at least one closed area formed by other points except the attachment points in the main body block, if so, setting all the points in the closed area as motion points, and otherwise, setting all the points in the closed area as attachment points.
Further, the method for searching the triangle closest to the attachment point comprises the following steps: setting the attachment points as V (x, y, z), and respectively setting the coordinates of three vertexes of the triangle as follows: a (ax, ay, az), B (bx, by, bz), C (cx, cy, cz), then the presence parameters w0, w1 and w2 satisfy: v=w0+w1+w2+c+il+n, where w0+w1+w2=1, n represents the normal to triangle ABC, iL represents the distance between point V and triangle ABC on the triangle normal;
when 0< w0<1, 0< w1<1, 0< w2<1, if iL is smaller than the threshold value, setting the triangle corresponding to the minimum iL as the attachment triangle; if iL is larger than the threshold value, or when 0< w0<1, 0< w1<1, 0< w2<1 are not satisfied, setting the triangle corresponding to the minimum distance between the attachment point and the triangle center as the attachment triangle.
Further, if the points forming the attachment triangle are body points or points with the distance from the body being smaller than a distance threshold value, setting the attachment points to be consistent with the motion of the attachment triangle; if the distance between the points forming the attachment triangle and the body is greater than or equal to the distance threshold, the position of the attachment point after the movement is set to be determined according to the movement displacement of all the adjacent points of the attachment point and the initial position of the attachment point.
Further, if the distance between the points forming the attachment triangle and the body is greater than or equal to the distance threshold, the position of the attachment point after the motion is the sum of the total displacement of all the adjacent points of the attachment point relative to the attachment point and the initial position of the attachment point; the total displacement of all adjacent points of the attached point relative to the attached point is the accumulation of the product of the motion displacement of each adjacent point and the weight of each adjacent point; the calculation formula of the weight of the adjacent points is as follows:
(1-lb(i)/(lb(1)+lb(2)+…+lb(n)))/(n-1)
wherein lb (i) represents the distance between the ith adjacent point and the attachment point, i epsilon [1, n ], n represents the number of adjacent points contained in the attachment point.
Further, the mapping line of each grid block is: the length of the projected line along the vertical direction and passing through the center point of the grid block on the horizontal plane is determined by the projection of all the motion points in the grid block on the vertical direction.
Further, the mechanical relation between the mapping points on the mapping line is set by adopting a calculation method of spring mass points.
The clothes movement simulation terminal equipment comprises a processor, a memory and a computer program stored in the memory and capable of running on the processor, wherein the processor realizes the steps of the method according to the embodiment of the invention when executing the computer program.
A computer readable storage medium storing a computer program which, when executed by a processor, implements the steps of the method described above for embodiments of the present invention.
By adopting the technical scheme, the clothes close to the body part move along with the movement of the body, and the clothes far away from the body part move after being pulled by the clothes close to the body part, so that the movement process of the clothes can be simulated more truly and accurately.
Drawings
Fig. 1 is a flowchart of a first embodiment of the present invention.
Fig. 2 shows a garment model view and its segmented view in this embodiment.
Fig. 3 is a schematic diagram of the attachment points and the movement points in this embodiment.
Fig. 4 shows a map of attachment points in the XOZ plane in this embodiment.
FIG. 5 is a schematic view of the mapping line in this embodiment.
Fig. 6 is a schematic diagram showing the map-wire pulling effect in this embodiment.
Detailed Description
For further illustration of the various embodiments, the invention is provided with the accompanying drawings. The accompanying drawings, which are incorporated in and constitute a part of this disclosure, illustrate embodiments and together with the description, serve to explain the principles of the embodiments. With reference to these matters, one of ordinary skill in the art will understand other possible embodiments and advantages of the present invention.
The invention will now be further described with reference to the drawings and detailed description.
Embodiment one:
considering that in reality, clothes move along with a human body, when the human body moves, the clothes and the human body have friction force, the clothes close to the body part move along with the body, and the clothes far away from the body part are pulled by the clothes close to the body part to move.
As shown in fig. 1, the method comprises the steps of:
s1: according to the positional relationship between each point in the clothes and the body or other points, all the points in the clothes are divided into movement points and attachment points.
The method for dividing the middle points of the clothes comprises the following steps:
s11: the garment is divided into a main body block and a decoration block, as shown in fig. 2, which is a garment model diagram. The main body block is a main body part of the garment in which the cloth material of the garment is enclosed in the shape of the garment, and is an indispensable part of the garment as shown in the middle part image of fig. 2. The decorative block is a decorative part added on the main body block, such as a pocket, a mouth, etc., which is used for the decoration of the clothes, and the lack of the part does not affect the shape of the clothes, as shown in the right image of fig. 2.
S12: the points contained in the decoration block are set as attachment points.
Because the decoration block is completely attached to the main body block for movement, namely, the decoration block is consistent with the movement of the main body block, the points contained in the decoration block are set to be attached points, namely, points which are attached to the movement of other points for movement.
S13: points, of all points included in the body block, whose distances from the body are smaller than a distance threshold value are set as attachment points.
In this embodiment, the distance threshold is 5 opengl units, and may be set to other values in other embodiments, without limitation.
A distance from the body that is less than the distance threshold indicates that the point is in close proximity to the body and should be moved in response to movement of the body, and therefore is set as the attachment point.
S14: judging whether the edge points of clothes are contained in each closed area or not in at least one closed area formed by other points except the attachment points in the main body block, if so, setting all the points in the closed area as motion points, and otherwise, setting all the points in the closed area as attachment points.
The case where the edge points of the garment are not included in the closed figure is: the periphery of the closed graph is a point of attachment. That is, the garment body piece is divided into a plurality of closed areas by attachment points, only the closed areas near the edge of the garment contain the edge points of the garment, the movement of one end near the edge of the garment is free and does not depend on any point, and therefore, the points in the closed areas are set as movement points. The other closed area is not close to the edge of the clothes, so that the edge points of the clothes are not contained in the closed area, the movement of the points in the closed area is limited by the attachment points and the points in the closed area are attached to the nearby attachment points to move, and therefore the points in the closed area are set as the attachment points.
The dark part of the lower half of fig. 3 is the motion point, and the light part of the upper half is not sealed as the attachment point.
S2: setting a triangle formed by a body triangle closest to the attachment point or other attachment points as an attachment triangle corresponding to the attachment point, binding the attachment point on the attachment triangle, and moving along with the movement of the attachment triangle.
If the distance between the attachment point and the body is less than the distance threshold, the attachment point is bound to the body triangle nearest to the attachment point; otherwise, the attachment points are bound to triangles that are composed of other points on the garment closest to the attachment points.
The method for searching the triangle closest to the attachment point comprises the following steps:
setting the attachment points as V (x, y, z), and respectively setting the coordinates of three vertexes of the triangle as follows: a (ax, ay, az), B (bx, by, bz), C (cx, cy, cz), then the presence parameters w0, w1 and w2 satisfy: v=w0+w1+w2+c+il+n, where w0+w1+w2=1, n represents the normal to triangle ABC, iL represents the distance between point V and triangle ABC on the triangle normal.
When 0< w0<1, 0< w1<1, 0< w2<1, showing that the projection of the attachment point along the normal direction of the triangle falls inside the triangle, at the moment, the smaller the iL is, the closer the distance is, and if the iL is smaller than a threshold value, setting the triangle corresponding to the smallest iL as an attachment triangle; if iL is greater than the threshold, it indicates that the attachment point is far from the triangle, or when 0< w0<1, 0< w1<1, 0< w2<1 are not satisfied, it indicates that the projection of the attachment point along the normal direction of the triangle falls outside the triangle, and when the two cases are taken, the distance between the attachment point and the triangle is determined according to the distance between the attachment point and the triangle center, and the triangle corresponding to the minimum distance between the attachment point and the triangle center is taken as the attachment triangle.
If the points forming the attachment triangle are body points or points with the distance from the body being smaller than a distance threshold value, setting the motion of the attachment points and the attachment triangle to be consistent; if the distance between the points forming the attachment triangle and the body is greater than or equal to the distance threshold, the position of the attachment point after the movement is set to be determined according to the movement displacement of all the adjacent points of the attachment point and the initial position of the attachment point.
The position of the specific attachment point after the motion is the sum of the total displacement of all adjacent points of the attachment point relative to the attachment point and the initial position of the attachment point.
The total displacement of all neighboring points of the attachment point relative to the attachment point is the accumulation of the product of the motion displacement of each neighboring point and its weight.
The calculation formula of the weight of the adjacent points is as follows:
(1-lb(i)/(lb(1)+lb(2)+…+lb(n)))/(n-1)
wherein lb (i) represents the distance between the ith adjacent point and the attachment point, i epsilon [1, n ], n represents the number of adjacent points contained in the attachment point.
S3: mapping all the motion points into a horizontal plane and dividing the motion points into a plurality of grid blocks, obtaining mapping lines corresponding to all the motion points in each grid block in the vertical direction, and dividing the mapping lines into a plurality of sections by the plurality of mapping points.
As shown in fig. 4, in this embodiment, a horizontal plane is taken as an XOZ plane formed by an X axis and a Z axis, a vertical direction is taken as a Y axis, a space coordinate system is established, and projections of all moving points in the XOZ plane are divided into a plurality of grid blocks with the same size according to distances between the projections of the moving points in the XOZ plane and the X axis and the Z axis, and straight lines forming the grid blocks are respectively parallel to the X axis and the Z axis.
The center point coordinates (x, z) of each grid block in the XOZ plane are acquired, and then a straight line passing through the center point in the Y-axis direction is set as a map line of the grid block, as a straight line in the vertical direction in fig. 5. The maximum value and the minimum value of the mapping line in the Y-axis direction are determined by the projection of all the motion points in the grid block on the Y-axis, namely the maximum value of the mapping line is the maximum value of the projection of all the motion points in the grid block on the Y-axis, and the minimum value of the mapping line is the minimum value of the projection of all the motion points in the grid block on the Y-axis.
S4: the point, which is closest to the attachment point in the vertical direction, in the mapping line is set as the traction point, the traction point is set to move along with the motion of the attachment triangle formed by the attachment point closest to the traction point, and the motion of other mapping points on the mapping line is simulated according to the mechanical relationship between the motion of the traction point and the mapping point on the mapping line.
It should be noted that, the attachment point herein should be an attachment point that is close to the body, i.e. an attachment point that is less than the distance threshold from the body.
In this embodiment, the mechanical relationship between the mapping points on the mapping line is set by using a general calculation method of spring mass points. I.e. find the adjacent mapping point of one mapping point, there is a force between the two mapping points that causes the two mapping points to resume their original relative positions. The spring formula is f=kl, where l is the varying length and k is the spring rate. Each mapping point and the adjacent mapping points have spring tension, and each mapping point and the adjacent mapping points have spring tension, so that the clothes are prevented from being folded. And simultaneously adding gravity and friction, setting a time step after knowing the force, and obtaining the movement distance of the mapping point in the time step to obtain the position of the mapping point after movement. As shown in fig. 6, a schematic diagram of the map-wire pulling effect is shown.
S5: connecting the mapping points on two adjacent mapping lines to form a plurality of triangles, setting the triangle closest to the motion point as an attached triangle, binding the motion point on the attached triangle, and moving along with the motion of the attached triangle.
Embodiment two:
the invention also provides a clothes movement simulation terminal device, which comprises a memory, a processor and a computer program stored in the memory and capable of running on the processor, wherein the steps in the method embodiment of the first embodiment of the invention are realized when the processor executes the computer program.
Further, as an executable scheme, the garment motion simulation terminal device may be a computing device such as a desktop computer, a notebook computer, a palm computer, a cloud server, and the like. The garment motion simulation terminal device may include, but is not limited to, a processor, a memory. It will be appreciated by those skilled in the art that the above-described construction of the garment motion simulation terminal device is merely an example of the garment motion simulation terminal device and is not intended to be limiting, and may include more or less components than those described above, or may be combined with certain components, or different components, e.g., the garment motion simulation terminal device may further include an input/output device, a network access device, a bus, etc., as the embodiments of the present invention are not limited in this regard.
Further, as an implementation, the processor may be a central processing unit (Central Processing Unit, CPU), other general purpose processor, digital signal processor (Digital Signal Processor, DSP), application specific integrated circuit (Application Specific Integrated Circuit, ASIC), field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components, etc. The general purpose processor may be a microprocessor or the processor may be any conventional processor or the like, which is the control center of the garment motion simulation terminal apparatus, connecting the various parts of the overall garment motion simulation terminal apparatus using various interfaces and lines.
The memory may be used to store the computer program and/or module, and the processor may implement various functions of the garment movement simulation terminal device by running or executing the computer program and/or module stored in the memory and invoking data stored in the memory. The memory may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, at least one application program required for a function; the storage data area may store data created according to the use of the cellular phone, etc. In addition, the memory may include high-speed random access memory, and may also include non-volatile memory, such as a hard disk, memory, plug-in hard disk, smart Media Card (SMC), secure Digital (SD) Card, flash Card (Flash Card), at least one disk storage device, flash memory device, or other volatile solid-state storage device.
The present invention also provides a computer readable storage medium storing a computer program which when executed by a processor implements the steps of the above-described method of an embodiment of the present invention.
The integrated modules/units of the garment motion simulation terminal device may be stored in a computer readable storage medium if implemented in the form of software functional units and sold or used as a stand alone product. Based on such understanding, the present invention may implement all or part of the flow of the method of the above embodiment, or may be implemented by a computer program to instruct related hardware, where the computer program may be stored in a computer readable storage medium, and when the computer program is executed by a processor, the computer program may implement the steps of each of the method embodiments described above. Wherein the computer program comprises computer program code which may be in source code form, object code form, executable file or some intermediate form etc. The computer readable medium may include: any entity or device capable of carrying the computer program code, a recording medium, a U disk, a removable hard disk, a magnetic disk, an optical disk, a computer Memory, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a software distribution medium, and so forth.
While the invention has been particularly shown and described with reference to a preferred embodiment, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the invention as defined by the appended claims.

Claims (6)

1. The clothes movement simulation method is characterized by comprising the following steps of:
s1: dividing all points in the clothes into movement points and attachment points according to the position relation between each point in the clothes and the body or other points; the method for dividing the middle points of the clothes comprises the following steps:
s11: dividing the garment into a main body block and a decoration block;
s12: setting points contained in the decoration block as attachment points;
s13: setting points, of all points contained in the main body block, with the distances from the main body smaller than a distance threshold value as attachment points;
s14: judging whether the edge points of clothes are contained in each closed area or not in at least one closed area formed by other points except attachment points in the main body block, if so, setting all the points in the closed area as motion points, otherwise, setting all the points in the closed area as attachment points;
s2: setting a triangle formed by a body triangle closest to the attachment point or other attachment points as an attachment triangle corresponding to the attachment point, binding the attachment point on the attachment triangle, and moving along with the movement of the attachment triangle;
if the points forming the attachment triangle are body points or points with the distance from the body being smaller than a distance threshold value, setting the motion of the attachment points and the attachment triangle to be consistent; if the distance between the points forming the attachment triangle and the body is greater than or equal to a distance threshold, setting the positions of the attachment points after the movement is determined according to the movement displacement of all the adjacent points of the attachment points and the initial positions of the attachment points;
if the distance between the points forming the attachment triangle and the body is greater than or equal to the distance threshold, the position of the attachment point after the motion is the sum of the total displacement of all adjacent points of the attachment point relative to the attachment point and the initial position of the attachment point; the total displacement of all adjacent points of the attached point relative to the attached point is the accumulation of the product of the motion displacement of each adjacent point and the weight of each adjacent point; the calculation formula of the weight of the adjacent points is as follows:
(1-lb(i)/(lb(1)+lb(2)+…+lb(n)))/(n-1)
wherein lb (i) represents the distance between the ith adjacent point and the attachment point, i epsilon [1, n ], n represents the number of adjacent points contained in the attachment point;
s3: mapping all the motion points into a horizontal plane and dividing the horizontal plane into a plurality of grid blocks, obtaining mapping lines corresponding to all the motion points in each grid block in the vertical direction, and dividing the mapping lines into a plurality of sections by the plurality of mapping points; the grid block dividing method comprises the following steps: taking a horizontal plane as an XOZ plane formed by an X axis and a Z axis, taking a vertical direction as a Y axis, establishing a space coordinate system, dividing the projection of all the motion points in the XOZ plane into a plurality of grid blocks with the same size according to the distance between the projection of the motion points in the XOZ plane and the X axis and the Z axis, and respectively making straight lines of the grid blocks parallel to the X axis and the Z axis;
s4: setting the point closest to the attachment point in the vertical direction in the mapping line as a traction point, setting the traction point to move along with the motion of the attachment triangle formed by the attachment point closest to the traction point, and simulating the motion of other mapping points on the mapping line according to the motion of the traction point and the mechanical relationship between the mapping points on the mapping line;
s5: connecting the mapping points on two adjacent mapping lines to form a plurality of triangles, setting the triangle closest to the motion point as an attached triangle, binding the motion point on the attached triangle, and moving along with the motion of the attached triangle.
2. A garment motion simulation method according to claim 1, wherein: the method for searching the triangle closest to the attachment point comprises the following steps: setting the attachment points as V (x, y, z), and respectively setting the coordinates of three vertexes of the triangle as follows: a (ax, ay, az), B (bx, by, bz), C (cx, cy, cz), then the presence parameters w0, w1 and w2 satisfy: v=w0+w1+w2+c+il+n, where w0+w1+w2=1, n represents the normal to triangle ABC, iL represents the distance between point V and triangle ABC on the triangle normal;
when 0< w0<1, 0< w1<1, 0< w2<1, if iL is smaller than the threshold value, setting the triangle corresponding to the minimum iL as the attachment triangle; if iL is larger than the threshold value, or when 0< w0<1, 0< w1<1, 0< w2<1 are not satisfied, setting the triangle corresponding to the minimum distance between the attachment point and the triangle center as the attachment triangle.
3. A garment motion simulation method according to claim 1, wherein: the mapping line of each grid block is: the length of the projected line along the vertical direction and passing through the center point of the grid block on the horizontal plane is determined by the projection of all the motion points in the grid block on the vertical direction.
4. A garment motion simulation method according to claim 1, wherein: the mechanical relation between the mapping points on the mapping line is set by adopting a calculation method of spring mass points.
5. Clothes motion simulation terminal equipment, its characterized in that: comprising a processor, a memory and a computer program stored in the memory and running on the processor, which processor, when executing the computer program, carries out the steps of the method according to any one of claims 1 to 4.
6. A computer-readable storage medium storing a computer program, characterized in that: the computer program, when executed by a processor, implements the steps of the method according to any one of claims 1 to 4.
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CN103366402A (en) * 2013-08-05 2013-10-23 上海趣搭网络科技有限公司 Fast attitude synchronization method of three-dimensional virtual clothing
CN111583367A (en) * 2020-05-22 2020-08-25 构范(厦门)信息技术有限公司 Hair simulation method and system

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US7298374B2 (en) * 2005-08-02 2007-11-20 Sony Computer Entertainment America Inc. Scheme for providing wrinkled look in computer simulation of materials
US10636206B2 (en) * 2015-08-14 2020-04-28 Metail Limited Method and system for generating an image file of a 3D garment model on a 3D body model

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Publication number Priority date Publication date Assignee Title
JPH0934952A (en) * 1995-07-20 1997-02-07 Toyobo Co Ltd Dressing simulation method and device therefor
CN103366402A (en) * 2013-08-05 2013-10-23 上海趣搭网络科技有限公司 Fast attitude synchronization method of three-dimensional virtual clothing
CN111583367A (en) * 2020-05-22 2020-08-25 构范(厦门)信息技术有限公司 Hair simulation method and system

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