IDSS: A Novel Representation for Woven Fabrics
The appearance of woven fabrics is intrinsically determined by the geometric details of their meso/micro scale structure. In this paper, we propose a multiscale representation and tessellation approach for woven fabrics. We extend the Displaced Subdivision Surface (DSS) to a representation named Int...
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Veröffentlicht in: | IEEE transactions on visualization and computer graphics 2013-03, Vol.19 (3), p.420-432 |
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creator | Jiahua Zhang Baciu, G. Dejun Zheng Cheng Liang Guiqing Li Jinlian Hu |
description | The appearance of woven fabrics is intrinsically determined by the geometric details of their meso/micro scale structure. In this paper, we propose a multiscale representation and tessellation approach for woven fabrics. We extend the Displaced Subdivision Surface (DSS) to a representation named Interlaced/Intertwisted Displacement Subdivision Surface (IDSS). IDSS maps the geometric detail, scale by scale, onto a ternary interpolatory subdivision surface that is approximated by Bezier patches. This approach is designed for woven fabric rendering on DX11 GPUs. We introduce the Woven Patch, a structure based on DirectX's new primitive, patch, to describe an area of a woven fabric so that it can be easily implemented in the graphics pipeline using a hull shader, a tessellator and a domain shader. We can render a woven piece of fabric at 25 frames per second on a low-performance NVIDIA 8400 MG mobile GPU. This allows for large-scale representations of woven fabrics that maintain the geometric variances of real yarn and fiber. |
doi_str_mv | 10.1109/TVCG.2012.66 |
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In this paper, we propose a multiscale representation and tessellation approach for woven fabrics. We extend the Displaced Subdivision Surface (DSS) to a representation named Interlaced/Intertwisted Displacement Subdivision Surface (IDSS). IDSS maps the geometric detail, scale by scale, onto a ternary interpolatory subdivision surface that is approximated by Bezier patches. This approach is designed for woven fabric rendering on DX11 GPUs. We introduce the Woven Patch, a structure based on DirectX's new primitive, patch, to describe an area of a woven fabric so that it can be easily implemented in the graphics pipeline using a hull shader, a tessellator and a domain shader. We can render a woven piece of fabric at 25 frames per second on a low-performance NVIDIA 8400 MG mobile GPU. This allows for large-scale representations of woven fabrics that maintain the geometric variances of real yarn and fiber.</description><subject>Algorithms</subject><subject>Approximation methods</subject><subject>Computer Graphics</subject><subject>Equations</subject><subject>Fabrics</subject><subject>Geometry</subject><subject>GPU</subject><subject>Image Enhancement - methods</subject><subject>Image Interpretation, Computer-Assisted - methods</subject><subject>Imaging, Three-Dimensional - methods</subject><subject>interlaced displacement</subject><subject>intertwisted displacement</subject><subject>Mathematical model</subject><subject>Pattern Recognition, Automated - methods</subject><subject>Reproducibility of Results</subject><subject>Sensitivity and Specificity</subject><subject>subdivision surface</subject><subject>tessellation</subject><subject>Textiles</subject><subject>User-Computer Interface</subject><subject>Weaving</subject><subject>Woven fabric</subject><subject>Yarn</subject><issn>1077-2626</issn><issn>1941-0506</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2013</creationdate><recordtype>article</recordtype><sourceid>RIE</sourceid><sourceid>EIF</sourceid><recordid>eNo9kEFLw0AQRhdRbK3evAmSYw8mzuxmdxNvpdpaKAq26nFJ0lmIpEndTQX_vSmtPc3Ae3yHx9g1QoQI6f3yYzyNOCCPlDphfUxjDEGCOu1-0Drkiqseu_D-CwDjOEnPWY9zIYED9Fk0e1wsHoJR8NL8UBW80caRp7rN2rKpA9u44LMDdTDJclcW_pKd2azydHW4A_Y-eVqOn8P563Q2Hs3DQiC2oRA8FZRSjFlsbQYyoYIKxaW0gjjoBPIOxGqVrrhCTISQwkIMlnKtEynEgA33uxvXfG_Jt2Zd-oKqKqup2XqDggueoEp0p97t1cI13juyZuPKdeZ-DYLZFTK7QmZXyCjV6beH5W2-ptVR_k_SCTd7oSSiI1YopUYt_gCxPGaI</recordid><startdate>20130301</startdate><enddate>20130301</enddate><creator>Jiahua Zhang</creator><creator>Baciu, G.</creator><creator>Dejun Zheng</creator><creator>Cheng Liang</creator><creator>Guiqing Li</creator><creator>Jinlian Hu</creator><general>IEEE</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>20130301</creationdate><title>IDSS: A Novel Representation for Woven Fabrics</title><author>Jiahua Zhang ; 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In this paper, we propose a multiscale representation and tessellation approach for woven fabrics. We extend the Displaced Subdivision Surface (DSS) to a representation named Interlaced/Intertwisted Displacement Subdivision Surface (IDSS). IDSS maps the geometric detail, scale by scale, onto a ternary interpolatory subdivision surface that is approximated by Bezier patches. This approach is designed for woven fabric rendering on DX11 GPUs. We introduce the Woven Patch, a structure based on DirectX's new primitive, patch, to describe an area of a woven fabric so that it can be easily implemented in the graphics pipeline using a hull shader, a tessellator and a domain shader. We can render a woven piece of fabric at 25 frames per second on a low-performance NVIDIA 8400 MG mobile GPU. 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subjects | Algorithms Approximation methods Computer Graphics Equations Fabrics Geometry GPU Image Enhancement - methods Image Interpretation, Computer-Assisted - methods Imaging, Three-Dimensional - methods interlaced displacement intertwisted displacement Mathematical model Pattern Recognition, Automated - methods Reproducibility of Results Sensitivity and Specificity subdivision surface tessellation Textiles User-Computer Interface Weaving Woven fabric Yarn |
title | IDSS: A Novel Representation for Woven Fabrics |
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