{"id":{"repo_id":"east-anglia","oai_identifier":"oai:ueaeprints.uea.ac.uk:41971"},"canonical_url":"https://search.dev.ndltd.org/etd/east-anglia/oai:ueaeprints.uea.ac.uk:41971","repository":{"repo_id":"east-anglia","name":"University of East Anglia","base_url":"https://ueaeprints.uea.ac.uk/cgi/oai2"},"display":{"title":"Real-time simulation and visualisation of cloth using edge-based adaptive meshes","abstract":"Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character.","abstract_html":"Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character.","abstract_has_math":false,"creators":["Simnett, Timothy"],"institution":"University of East Anglia","degree_name":"phd","degree_level":"doctoral","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2012,"date_issued":"2012-09","date_published":"2012-09","updated_at":"2026-07-24T02:11:51Z","subjects":[],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":null,"outbound_label":null,"outbound_source":null},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Simnett, Timothy"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2012-09"]},{"key":"dc:date.issued","label":"Date","values":["2012-09"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["School of Computing Sciences"]},{"key":"dc:publisher.institution","label":"Dc Publisher Institution","values":["University of East Anglia"]},{"key":"dc:relation.isreferencedby","label":"Dc Relation Isreferencedby","values":["https://ueaeprints.uea.ac.uk/id/eprint/41971/"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"dc:type.qualificationlevel","label":"Dc Type Qualificationlevel","values":["doctoral"]},{"key":"dc:type.qualificationname","label":"Dc Type Qualificationname","values":["phd"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://ueaeprints.uea.ac.uk/id/eprint/41971/1/2012SimnettTJRPhD.pdf"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character."]},{"key":"dc:format","label":"Dc Format","values":["application/pdf"]},{"key":"dc:title","label":"Title","values":["Real-time simulation and visualisation of cloth using edge-based adaptive meshes"]}]}],"canonical_facts":{"dc:creator":["Simnett, Timothy"],"dc:date":["2012-09"],"dc:date.issued":["2012-09"],"dc:description.abstract":["Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character."],"dc:format":["application/pdf"],"dc:identifier.uri":["https://ueaeprints.uea.ac.uk/id/eprint/41971/1/2012SimnettTJRPhD.pdf"],"dc:language":["en"],"dc:publisher.department":["School of Computing Sciences"],"dc:publisher.institution":["University of East Anglia"],"dc:relation.isreferencedby":["https://ueaeprints.uea.ac.uk/id/eprint/41971/"],"dc:title":["Real-time simulation and visualisation of cloth using edge-based adaptive meshes"],"dc:type":["Thesis"],"dc:type.qualificationlevel":["doctoral"],"dc:type.qualificationname":["phd"]},"updated_at":"2026-07-24T02:11:51Z"}