Akar, O., Han, Y., Chen, Y., Lan, W., Gallagher, B., Fedkiw, R., & Teran, J. (2024). Shallow Signed Distance Functions for Kinematic Collision Bodies. arXiv preprint arXiv:2411.06719.
This paper addresses the challenge of real-time collision detection between clothing and animated characters in computer graphics applications, aiming to develop a computationally efficient and accurate method for resolving collisions during cloth simulation.
The authors propose a novel approach using a collection of shallow neural networks, termed Shallow Signed Distance Functions (SSDFs), to represent the localized deformations of an animated character's skin surface near individual joints. These SSDFs are trained on data generated from a combination of Linear Blend Skinning (LBS) and a collision correction mechanism to ensure a collision-free representation of the skin surface. Each SSDF returns both the signed distance to the joint's associated region and a boolean value indicating whether the closest point lies on the true character boundary or an internal boundary. These SSDFs are then blended to compute the overall signed distance to the character's skin surface for efficient collision detection during cloth simulation.
The researchers demonstrate the effectiveness of their approach through real-time cloth simulation examples, showcasing accurate collision resolution between various garments and animated characters. The use of shallow neural networks allows for fast evaluation of SSDFs, enabling real-time performance even with high-resolution clothing meshes.
The proposed method offers a practical and efficient solution for real-time collision detection in cloth simulation, leveraging the advantages of shallow neural networks and localized SDF representations to achieve both speed and accuracy.
This research contributes to the field of computer graphics by providing a novel and efficient method for handling collisions in cloth simulation, which is crucial for realistic animation of clothing and virtual characters in various applications, including video games, virtual reality, and animation.
The authors acknowledge that the accuracy of their method relies on the assumption that joint deformations do not drastically affect distant skin regions. Future work could explore more sophisticated network architectures or mechanisms to handle larger deformations and improve accuracy further. Additionally, extending the approach to handle collisions with other objects in the scene beyond just the animated character would enhance its applicability in complex simulation environments.
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by Osman Akar, ... at arxiv.org 11-12-2024
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