Frederic Cordier

 

 

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Research Topics:

    Texture Mapping

    Freeform Sketching

    Cloth Simulation

    Medical

 

 

Real-Time Cloth Simulation (See publications)

Real-time cloth simulation has been my research topic for the last three years. During the last decade, extensive research has been carried out in cloth simulation. Most of these techniques aim to develop a mechanical model for realistic cloth simulation. Only few of them were targeted for real-time application. In fact, the constraint of real-time on cloth simulation makes it necessary to develop different techniques.

Two different approaches have been investigated. The first one consists of developing a mechanical model that can simulate the cloth movements. This mechanical model makes use of simplifications wherever it is possible (collision detection, mechanical model). See the videos (QuickTime format) of the trouser (3.5 Mb), skirt (3 Mb) and dress (3 Mb) animated in real-time.

The second approach makes use of a pre-computed cloth animation. Starting from a pre-computed cloth animation, the method learns the relation between the joint motion and the cloth movement. The learnt movement allows the real-time simulation of the cloth movement given the joint motion. The demonstration video (QuickTime format, 12 Mb) is available.

A detailed description of these two approaches is available in my PhD dissertation.

Case studies for Real-Time Cloth Simulation

My work on cloth simulation has also involved the development of tools to create and animate virtual humans for real-time platform.

·          “BodyManager” (co-developer: Hyewon SEO), a plug-in to 3ds max, manages everything that concerns the reuse of the 3D character and motion data in real-time simulation platform, support of H-Anim standard, motion conversion, and preprocessing for the real-time cloth simulation. It has become one of the most frequently used tools in MIRALab and VRLab.

·          "Virtual TryOn", a system developed for garment retail and preview, is based on intensive use of real-time cloth simulation. Hyewon SEO has developed another main component of this system - a dynamic body sizing. Christian Luible designed the clothes as seen from snapshots below.

       

·          The robustness of the method has been demonstrated at C&A booth, Hambourg (Oct. 2002), PorteOuvert of CUI, University of Geneva (Feb 2003), etc. The dressed human was animated not only by pre-recorded motion sequences, but also dynamic motion sequences that have been captured in real-time (see image below).

 (photograph by Lionel Egger)

Skin Deformation

The development of a new skeleton-driven deformation method was not the main purpose of my research. However, the way the skin deforms is important since the skin shape forms the basis in the cloth deformation method described above. The skeleton-driven deformation is based on matrix blending (more details in my PhD dissertation).

 

 

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