Multilayer garments using isosurfaces and physics

This article extends our previously published technique that allows several layers of clothing to be placed and animated over an articulated character by using implicit ellipsoidal muscles to generate a scalar field and placing each layer of clothing on a separate isosurface, thereby avoiding the use of any collision detection calculations between the different layers. The method is first extended to a class of characters that include a surface skin generated by a commercial animation package. A second extension combines isosurface placement with physically based methods. These extensions afford increased realism while retaining the performance obtained by using isosurfaces. Copyright © 2001 John Wiley & Sons, Ltd.

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