Parallel cloth simulation with effective collision detection for interactive AR application
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kim, Minsang | - |
dc.contributor.author | Sung, Nak-Jun | - |
dc.contributor.author | Kim, Sang-Joon | - |
dc.contributor.author | Choi, Yoo-Joo | - |
dc.contributor.author | Hong, Min | - |
dc.date.accessioned | 2021-08-11T10:23:44Z | - |
dc.date.available | 2021-08-11T10:23:44Z | - |
dc.date.issued | 2019-02 | - |
dc.identifier.issn | 1380-7501 | - |
dc.identifier.issn | 1573-7721 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/sch/handle/2021.sw.sch/4739 | - |
dc.description.abstract | In this paper, we present a parallel cloth simulation with an efficient collision detection algorithm for interactive AR applications. In the first step of the proposed method, a set of sphere colliders is automatically defined for the 3D moving object colliding with a cloth model for the effective collision detection even on low-end devices. In the second step, the collision detection and handling between a set of sphere colliders and a cloth model are performed in parallel. We propose an efficient collision handling method based on a sphere to prevent the penetration of cloth into the object which can be happened due to the low mesh resolution of the cloth model. The proposed method was implemented as a plugin for Unity which is widely used for the real-time game development. Comparative experimental tests with the cloth object basically provided by Unity was performed in order to analyze the performance of the proposed method. As a result, we confirmed that the proposed method can reduce the cumbersome work to manually build colliders on a 3D model, and can effectively express more accurate and plausible behavior of the cloth that collides with the object. | - |
dc.format.extent | 18 | - |
dc.language | 영어 | - |
dc.language.iso | ENG | - |
dc.publisher | Springer Nature | - |
dc.title | Parallel cloth simulation with effective collision detection for interactive AR application | - |
dc.type | Article | - |
dc.publisher.location | 네델란드 | - |
dc.identifier.doi | 10.1007/s11042-018-6063-9 | - |
dc.identifier.scopusid | 2-s2.0-85046743938 | - |
dc.identifier.wosid | 000463917200048 | - |
dc.identifier.bibliographicCitation | Multimedia Tools and Applications, v.78, no.4, pp 4851 - 4868 | - |
dc.citation.title | Multimedia Tools and Applications | - |
dc.citation.volume | 78 | - |
dc.citation.number | 4 | - |
dc.citation.startPage | 4851 | - |
dc.citation.endPage | 4868 | - |
dc.type.docType | Article | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Computer Science | - |
dc.relation.journalResearchArea | Engineering | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Information Systems | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Software Engineering | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Theory & Methods | - |
dc.relation.journalWebOfScienceCategory | Engineering, Electrical & Electronic | - |
dc.subject.keywordAuthor | Cloth simulation | - |
dc.subject.keywordAuthor | GPU-based parallel processing | - |
dc.subject.keywordAuthor | Mass-spring system | - |
dc.subject.keywordAuthor | Physically-based simulation | - |
dc.subject.keywordAuthor | Augmented reality | - |
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