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SIMULATION OF PHYSICAL FORCES FOR WET CLOTHING OMAR SALIM ABDULLAH A dissertation submitted in partial fulfilment of the Requirements for the award of the degree of Master of Science (Computer Science) Faculty of Computer Science and Information Systems Universiti Teknologi Malaysia APRIL 2013

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SIMULATION OF PHYSICAL FORCES FOR WET CLOTHING

OMAR SALIM ABDULLAH

A dissertation submitted in partial fulfilment of the

Requirements for the award of the degree of

Master of Science (Computer Science)

Faculty of Computer Science and Information Systems

Universiti Teknologi Malaysia

APRIL 2013

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This dissertation is dedicated to my family especially my father Mr. Salim Abdullah

Ali, my mother and my brother Mr. Qusay Salim Abdullah and all my friends for

their endless support and encouragement.

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ACKNOWLEDGEMENT

All praise be to Allah and all thanks to him for graces and for giving me the

strength and endurance to complete this research, and then for my parents, my

brothers, sisters and my all friends for helping me.

My high appreciation to my supervisor, Dr. Ahmad Hoirul Basori for

encouragement, guidance, comments and his support which participated actively in

the completion of this work.

Finally, I dedicate the sincere thanks to the staff and lecturers of the faculty of

Computer Science and Information System for their sincere efforts to raise the level

of education.

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ABSTRACT

One of the mostly researched areas in computer graphic is wet cloth

simulation. Where, there are many factors affecting cloth simulation. Among the

challenges in simulating cloth is taking into consideration all these factors for

example, wetting, internal and external forces. Thus, this study aims to achieve high

realism wet cloth simulation, and take in consideration the forces that may affect the

process of simulation. Mass Spring Model is the technique that proposed to simulate

the wet cloth under the forces of wind and gravity. Initially, to produce the cloth

sheet, a cloth structure is being constructed from a matrix of mass point connected by

springs. Then, external and internal forces were applied on the cloth sheet. The

internal forces represent the tension between the springs in forming the cloth

particles. External forces are represented by wind and gravity. Next, wetting process

is applied on the fabric particles. In wetting process, cloth absorbed a substantial

amount of fluid which will then affect the physical properties and appearance. In the

experiment, the amount of absorbed fluid is calculated using absorption equation,

with increasing values of variable up to saturation level. It was observed that there

are changes on cloth texture as the wetting increased. The color of cloth texture

became darker with increasing wetting value. Highest concentration of texture color

can be observed as the cloth reached the saturation level. Finally, wet cloth is being

compared with dry cloth in terms of color, physical behavior and motion. The cloth

has all the properties of wet cloth like in the real life where, it is appear heavier,

darker color, appearance and physical behavior. Future work for this study suggests

many prospective works especially, simulating the real interaction between the fluid

and the cloth.

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ABSTRAK

Salah satu bidang yang banyak dikaji dalam grafik komputer adalah simulasi

objek kain. Terdapat pelbagai faktor yang mempengaruhi simulasi kain. Antara

cabaran dalam simulasi kain adalah mengambil kira semua faktor seperti

pembasahan, faktor dalaman dan luaran. Oleh itu, kajian ini mensasarkan untuk

mencapai simulasi kain basah yang berkualiti tinggi, dengan mengambil kira daya-

daya yang mampu mempengaruhi proses simulasi tersebut. Teknik “Mass Spring

Model” dicadangkan untuk simulasi kain basah di bawah pengaruh daya angin dan

graviti. Untuk menghasilkan helaian kain, strukur kain dibina menggunakan matriks

titik-titik yang disambungkan dengan spring. Kemudian, daya dalaman dan daya

luaran dikenakan pada helaian kain tersebut. Daya dalaman mewakili ketegangan di

antara spring yang membentuk partikel kain. Daya luaran diwakili oleh angin dan

graviti. Seterusnya, proses pembasahan dikenakan pada partikel fabrik. Dalam proses

pembasahan, penyerapan cecair pada kain memberi kesan pada ciri-ciri fizikal dan

rupa kain tersebut. Dalam eksperimen yang dijalankan, nilai cecair untuk diserapkan

dikira menggunakan persamaan penyerapan dengan nilai pembolehubah yang

bertambah secara berperingkat sehingga aras tepu. Pemerhatian menunjukkan

terdapat perubahan pada tekstur kain dengan meningkatnya nilai pembasahan. Warna

pada tekstur kain menjadi bertambah gelap dengan peningkatan nilai pembasahan.

Warna paling gelap terlihat apabila kain tersebut mencapai nilai tepu. Akhir sekali,

kain basah tersebut dibandingkan dengan kain kering dari segi warna, ciri fizikal dan

pergerakan. Kain yang terhasil mempunyai ciri-ciri yang sama seperti kain basah

dalam kehidupan seharian dimana beratnya akan bertambah, warna menjadi lebih

gelap dan berbeza dari segi fizikal. Kajian pada masa akan datang dalam bidang ini

adalah lebih luas, terutamanya simulasi antara cecair dan kain.

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TABLE OF CONTENT

CHAPTER TITLE PAGE

DECLARATION

ii

DEDICATION iii

ACKNOWLEDGMENT iv

ABSTRACT v

ABSTRAK vi

TABLE OF CONTENTS vii

LIST OF TABLE x

LIST OF FIGURES xi

1 INTRODUCTION

1.1 Overview 1

1.2 Problem Background 2

1.3 Problem Statement 4

1.4 Aim of Study 4

1.5 Research Objectives 5

1.6 Scope of the Study 5

1.7 Significance of Study 5

1.8 Thesis Organization 6

2 LITERATURE REVIEW

2.1 Introduction 7

2.2 Computer Graphics and Application 7

2.3 Cloth Simulation 8

2.3.1 Cloth Modeling 9

2.4 Cloth Simulation And Modeling Techniques 11

2.4.1 Geometrical Models 11

2.4.2 Physical Models 12

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2.4.2.1 The Mass-Spring Model 13

2.4.2.2 Particle Based System 17

2.4.2.3 Elastically Deformable

model

18

2.4.3 Hybrid Models 19

2.5 Advance Cloth Simulation 19

2.5.1 Physical Modeling Phase 20

2.5.2 Collision Handling Phase 21

2.6 Interaction of fluid with Textile 23

2.6.1 Under Water Cloth Simulation 25

2.6.2 Wet Cloth Simulation 26

2.7 Discussion 28

3 RESEARCH METHODOLOGY

3.1 Introduction 30

3.2 Research Design Methodology 30

3.3 Generate Mass Spring Model 32

3.4 Cloth Mesh Generation 33

3.5 Cloth Rendering 34

3.6 Water Absorption Calculation 34

3.7 Mass Cloth Calculation (Wind, Gravity) 36

3.8 Loading Wet Cloth Texture 38

3.9 Chapter Summary 39

4 IMPLEMENTATION

4.1 Introduction 40

4.2 Mass Spring Model

42

4.3 Dynamic and Forces

44

4.4 Forces Calculation

45

4.4.1 Internal Forces

45

4.4.2 External Forces

47

4.4.2.1 Gravity Forces

48

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4.4.2. 2 Wind Forces

49

4.5 Collision Handling 50

4.5.1

Geometric Collision Test

51

4.6 Wet Cloth Finalization

51

4.6.1

Fluid Absorption

52

4.6.2 Texture after Wetting

54

4.7 Wet Cloth Rendering

56

4.8 Testing and Evaluation

56

4.8.1 FPS Evaluation

56

4.8.1.1 Dry Cloth Frames

56

4.8.2.2 Wet Cloth Frames

57

4.8.2 Cloth Behavior Test

62

4.9 Discussion

64

5 CONCLUSION AND FUTURE WORK

5.1 Introduction 65

5.2 Conclusion 66

5.3 Research Contributions 66

5.4 Future Work 67

REFERENCES

68

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LIST OF TABLES

No.

TITLE

PAGE

4.1 Fabrics parameters of absorption 53

4.2 Masses values for the cloth particles during wetting

Process

53

4.3 Dry cloth’s frames 57

4.4 First wet cloth frames values 59

4.5 Fourth wet cloth frames 60

4.6 Seventh wet cloth frames 61

4.7 Tenth wet cloth frames values 62

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LIST OF FIGURE

No.

TITLE

PAGE

2.1 Mesh strategy for cloth modeling 10

2.2 Springs types 14

2.3 Mesh grid of masses and springs 15

3.1 Flowchart of the Proposed Method 31

3.2 Types of spring 32

3.3 Mesh between masses and spring 33

3.4 Wet clothes 34

3.5 Cloth mass representations as triangles 36

3.6 Force acting on a triangle 37

3.7 Water influences the fabric drape 38

4.1 Research execution procedures 41

4.2 Clothes ball represented as mass in open GL 42

4.3 Creating clothes particles 43

4.4 Mesh of masses m × n 44

4.5 Spring aspect in the initial positions 46

4.6 Spring aspect after deformation 47

4.7 Gravity actions on each particle 48

4.8 a Cloth with low wind value 50

4.8 b Cloth with medium wind value 50

4.8 c Cloth with high wind value 50

4.9 Cloth in saturation level 54

4.10 Cloth texture in different times of code implementation

reaching to the final color

55

4.11 FPS for dry cloth 57

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4.12 FPS evaluation after applying first value of wetting

experiment which Equals to 0.093g.

58

4.13 FPS evaluation after applying fourth value of wetting

experiment which Equal to 0.342g

59

4.14 FPS evaluation after applying seventh value of wetting

experiment which equals to 0.591g

60

4.15 FPS evaluation after applying tenth value of wetting

experiment which

61

4.16 Dry cloths in the physical test 63

4.17 Wet cloths in the physical test 64

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CHAPTER 1

INTRODUCTION

1.1 Overview

The computer graphics application has widely used in several fields of our life

such as edutainment, military, entertainment and etc. In the recent years, computer

graphic acquired advance position among the others computer sciences areas. Indeed

it appeared to the computer graphic society at the beginning of computer era in 1954.

First appearance of computer graphic application was in Massachusetts

institute of technology; where Jay Forrester developed the first model by simulate

naval aircraft. Cloth simulation as computer graphic application has strong

relationship with virtual character inside virtual environment. The existing approach

on cloth simulation covers underwater cloth simulation, avatar cloth simulation or

even collision in cloth simulation. The interaction between fluid and cloth in real

world has become a challenge for computer graphics society.

In this thesis, we propose new techniques on wet cloth simulation to simulate

the interaction between cloth and fluid during physical interaction inside virtual

environment. We are focusing our work to study the properties of wet cloth and fluid

that can change the behavior of cloth when they interact with wind or even gravity.

Whereas, the wet cloth is affect the weight and softness of the cloth appearance and

behavior. These changes are very important in representing in realistic simulation.

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Most of the previous studies which used to simulate cloth under fluid influence

focused on immerse the cloth completely under the fluid. In our approach we want to

perceive how to simulate cloth under the impact of the fluid partially such as, cloth

under rainy situation, wind and gravity interaction, etc.

In our work we are going to demonstrate the nature of the wet cloth that will

contribute to several new ideas, such as walking under simulated rain or fall of fluid

on the part of the fabric.

1.2 Problem Background

Cloth is one of the normal human life requirements. To simulate cloth we have

to know what the components which form the fabric are. The components of the

cloth are core element to describe the structure. Cloth simulation under effect of fluid

still needs much attention in particular on how want produce intensive and high

realistic simulation.

Keckeisen et al. ( 2003) described a Virtual Reality application that enables the

user to interactively select garment patterns and place them around a 3D body using

6DOF input devices. Salazar et al. (2010) were suggested several cloth simulation

issues. First of them was reduce the number of iterations required for collision

treatment through AABB hierarchies. As cloth modeling in this form as triangular

meshes composed of particles and springs, this structure of data in hierarchical form

was appointed in arrange to reduce the intersection tests numbers at primitives’

levels. The other issue is quantitative analysis the Computational burden for

application of cloth simulation that employs approach of multi-processor on a multi-

threaded CPU and on an emerging multi-core GPU-CUDA architecture. The

architecture of multi-processor GPU-CUDA enables high-performance since recent

GPU models offer extremely high floating-point arithmetic throughput.

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Huber (2011) presented a way to simulate the cloth and the fluid that also

handles fluid diffusion across absorbent textiles. Based on the cloth simulation

engine, he combined the state of the art- finite element with a smoothed particle

hydrodynamic (SPH) fluid simulation. He explained the possibility interaction

between the fluid and textile. To make model for fluid transformation across wet

cloth, Huber uses Fick's law of translation diffusion.

Fick laws equation used to compute the diffusion states; it's described as very

fast discrete cellular automation. Decaudin et al. (2006) proposed producing virtual

cloth depending completely on geometric method. The resulted fabric consisted of

developed faces sheets that envelop around a mannequin normal method constructing

optically bends. Furthermore, this system supply stitching models, which possible to

use in deformation-free weave designing and for sewing of actual life identical to the

planned clothes.

Mongus et al.( 2011) proposed a road to obtain proper behavior of computer

simulated textiles (e.g. silk, wool, cotton) the physical particularities disfigures when

enabled to hang under its own weight, and is usually measured using a drape meter.

Cloth and fluid simulation represent one of the most important and effective aim in

computer graphic world. Where recent years has a large advance in simulate wet

cloth, however the majority of this studies focused on the underwater cloth

simulation. Chen et al.( 2012) produced one of the most important approaches to

simulate the cloth under wet influence. In this technique they are simulated wet garb

for virtual human with realistic crease and bends. The unique characteristic of this

work is the wrinkle and friction pattern. In our work, we present method to illustrate

the behavior of cloth when it is been under the impact of external effects such as wet,

gravity, and wind.

1.3 Problem Statement

Simulation of wet cloth has long been an objective in computer graphics

areas. How to simulate a soaked garment, especially how to simulate a garment

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influenced by the forces of wind and gravity. Although latest years significant

researches on wet cloth simulation have be prepared, the earlier work has focused on

underwater cloth such as (Ozgen et al.,2010), saturation models (Huber, 2011) , and

porous flow passing through cloth as in the work of (Lenaerts et al., 2008). Yet the

most familiar scenarios within animation are often simply a wet cloth. Based on the

discussion as stated on problem background, there is an opportunity to enhance the

cloth simulation by adding fluid to the cloth like wet cloth simulation. The main

research question:

(How to create wet cloth simulation based on gravity and wind effects?)

1. Why computer Graphics need wet cloth simulation?

2. What kind of technique that suitable for simulating the influence of fluid to the

cloth

3. How we can calculate physic effect of wind and gravity to the normal and wet

cloth?

1.4 Aim of Study

The aim of this study is to create a new technique for cloth simulation with

the effect of external forces: wind and gravity.

1.5 Research Objective

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1. To produce a new method for simulating wet cloth with the considering of the

effect of wind and gravity.

2. To develop a prototype for the proposed technique.

1.6 Scope of Study

This research technique is based on mass-spring systems that are still common

for cloth simulation for its ability to reflect the fabrics physical properties and

achieve better representation for cloth behavior. The research will study this behavior

of wet clothes when it exposed to external forces, with taking into consideration the

following conditions:

1. The fluid that use in this research is water

2. The external forces considered are wind and gravity

3. Mass spring model will be used to simulate cloth deformation

3. Textile mass represented as triangles

4. Cotton will be used as the basis for calculating the amount of water absorption

5. Microsoft visual studio version 2006.

1.7 Significant of study

The interaction between fluid and cloth still not explored so well, on the other

hand the effect of wet cloth simulation is needed to simulate realistic physic behavior

on game or 3D movies. Therefore, this research result is believed to bring great

benefit to computer graphics society.

1.8 Thesis organization

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This thesis is organized into five chapters. Chapter one, presents an

introduction and overview of computer graphics and cloth simulation. It also

includes the objectives and scope of the study. Literature review on cloth modeling

and simulation explained in Chapter two. In Chapter three, the research methodology

including research procedure and design is discussed. Chapter four explain in details

the implementation phases and shows the research results and the evaluation. In

chapter five the conclusion and the future work discussed in details.

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