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Job/Collab Job/Guidance Offer
#2
Hi Rom!

Chiming in to clarify some points. The project you're starting is anything but simple. The video you linked in your post shows a custom fully GPU-based cloth simulator. Achieving this in Obi is just not possible, as it is fully CPU based engine. Best you can do is having a static character mesh, pre-compute a distance field for collision detection, and finely adjust your simulation budget. On a powerful desktop computer, you could get in the 30-40 fps ballpark with just 1 garment, at most. By carefully tweaking mesh quality and simulation parameters, 60-90 fps.

If you can afford to skin the cloth to your character, that's a whole different story. It's what is usually done in games (Havok, PhysX and Obi all use this approach), and it's a much much cheaper way of performing the simulation with no collision detection involved. Requires to manually author each specific cloth mesh, skinning it to the character skeleton, and isn't as flexible as a full simulation. So this approach is generally not suited for virtual fitting rooms as they require accurate fitting to the character's body and the ability to swap/combine garments.

kind regards
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Messages In This Thread
Job/Guidance Offer - by romhaviv - 23-06-2020, 01:52 AM
RE: Job/Guidance Offer - by josemendez - 23-06-2020, 08:27 AM
RE: Job/Guidance Offer - by alkis - 06-07-2020, 02:28 PM