# Modeling Knitted Clothing | Two Minute Papers #140

## Метаданные

- **Канал:** Two Minute Papers
- **YouTube:** https://www.youtube.com/watch?v=UEPbzj-ekAI
- **Дата:** 29.03.2017
- **Длительность:** 3:13
- **Просмотры:** 14,143
- **Источник:** https://ekstraktznaniy.ru/video/14686

## Описание

The paper "Stitch Meshes for Modeling Knitted Clothing with Yarn-level Detail" is available here:
http://www.cs.cornell.edu/projects/stitchmeshes/
http://www.cemyuksel.com/research/stitchmeshes/

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## Транскрипт

### <Untitled Chapter 1> []

dear fellow Scholars this is 2minute papers with Caro not so long ago we talked about the technique that enabled us to render stunningly high quality cloth models in real time it supported level of detail self shadowing and lots of other goodies that make computer game developers and of course my humble self super happy and today we are going to talk about the technique that is able to create these highly detailed cloth geometries for our digital characters I have really fun memories of attending to the talk of the Oscar award winner Steve marshner on this paper a few years ago in Switzerland and I remember being so Spellbound by it that I knew this was a day I will never forget I am sure you'll love it too in this piece of work the goal is to create a digital garment model that is as detailed and realistic as possible we start out with an input 3D geometry that shows the rough shape of the model then we pick a knitting pattern of our choice after that the points of this knitting pattern are moved so that they correctly fit this 3D geometry that we specified and now comes the coolest part what we created so far is an ad hoc model that doesn't really look and behave like a

### Openwork Trellis Pattern [1:14]

real piece of cloth to remedy this a

### Ridged Feather Pattern [1:19]

physics based simulation is run that takes this ad hoc model and the output of this process will be a realistic rest

### Flame Ribbing Pattern [1:25]

shape for these yarn curves and here you can witness how the simulated forces pull the entire piece of garment together we start out with dreaming up a piece of cloth geometry and this simulator gradually transforms it into a real world version of that this is a step that we call yarn level relaxation wow these final results look

### Simulation Tests [1:48]

not only magnificent but in a physical simulation they also behave like real garments it's such a joy to look at results like this loving it again I would like to know that we are not talking about the visualization of the Garment but creating a realistic piece of geometry the most obvious drawback of this technique is its computation time it was run on a very expensive system and still took several hours of number crunching to get this done however I haven't seen an implementation of this on the graphics card yet so if someone can come up with an efficient way to do it in an ideal case we may be able to do this in several minutes I also have to notify you about the fact that it is considered a crime not having a look at the paper in the video description it does not suffice to say that it is Well written it is so brilliantly presented it's truly a oneof A- kind work that everyone has to see if you enjoyed this episode make sure to subscribe to two minute papers we'd be happy to have you in our growing club of fellow Scholars thanks for watching and for your generous support now see you next time
