how to do model clothing


I have created a model of the female body. the model is made up of 3 disjoint sub-models :

  • one semi superellipsoid model for each breast( left and right) which can be deformbed by varying a set of parameters of the superellipsoid.

  • and one model of the underlying body without the breast taken from a vrml file on which i have manually placed the two breast models close to the body.

but the problem is u can see the gaps between the breasts and the body.

My boss asked me to cover the above mentioned 3 models with a new surface like a cloth - so that it appears like a continuous smooth surface.

for, this i got an idea - i will retrieve the depth buffer and create a surface at a little lesser depth than my model and thus the viewer will not be able to see the gaps.

I retrieved the depth buffer, but somehow my depth buffer returns 1 every where which means nothin is being written into it.also it seems to be very slow.

if you have any ideas of a method for my task, please help me.

also my texture mapping is not working well - it was giving all wierd results. even though i am replaceing GL_REPLACE.

please help me - i am still pretty much mediocre in opengl though i am good at programming.

please help me with this task … its really urgent.

Deepak Roy chittajallu

I think you will be making your life harder if you do
any sort of buffer tricks. Keep it simple.

If I were you I would look at mesh generation for
physical problems, like fluid mechanics. There are
ways to take existing meshes, impose a set of constraints
on the deformation, and apply some sort of smoothing
to get rid of “seams” etc.

What I have in mind is “elliptic mesh generation”
where you solve some sort of “inverse” “Poisson
equation” to get a smoothly varying mesh in physical
space. This is standard practice for mesh generators
and is relatively easy to code if you know what you
are doing.

I think you could build a model of the female body
with all kinds of imperfections and visible seams.
Then, you would extrude the surface outward and
inward to the body. Now you have a volume mesh.
Then you constrain the nodes on the surface that
bounds the volume mesh. (here comes the tricky
part) You use elliptic smoothing for all interior
points in an itterative way. After each smoothing,
you visualize each of the surfaces that are interior
to the volume. The hope is that one of those surfaces
will look like a nice female body. Of course, it
could take some serious effort until you see good
results, and I could be dead wrong too!

If you are just concerned with smoothing the seams
of the objects, then you can probably find other
ways to do it. You need some mathemtical creativity.

Texture mapping is not easy. Generating texels is
difficult but there are ways to automatically
generate texels.

Long response and probably not helpful…

You’re almost certainly better off finding some code to generate the mesh on the internet. These kinds of these can takes years to get good at, but there are libraries that are quite easy to use. Try google, “3d mesh generation”. This page has some good links(for instance):