Constraint-based wrinkle simulation in texture space
Paulo Victor Santos Silva, Witawat Rungjiratananon, Sharif Elcott, Remi Driancourt, Takeo Igarashi · 2015
An important factor in increasing realism of synthetic images, wrinkles have received a considerable amount of attention from the computer graphics research community. The method Wrinkle Meshes, targets real-time simulation of wrinkles [Müller and Chentanez 2010]. This method adds wrinkles to a fine mesh surface representation, by applying a constraint based method guided by a coarse physical simulation. It provides a framework which is simple to implement and unconditionally stable, and therefore desirable for game simulations. A problem with that method is that it requires a high-resolution mesh for simulation and rendering. This usually implies that artists need to create an additional version of assets for the purpose of wrinkling, which is not desirable in video-game production codes where the CPU and memory resources are severely limited. To address this problem we propose a texture-based Wrinkle Meshes. We leverage the idea of a high-resolution constraint-based simulation, but modify it to use a texture space solver. We also propose an encoding for the simulation data which reduces the memory requirements considerably.