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    This study introduces a real-time method for rendering detailed fiber-level cloth on GPUs. It significantly reduces computational costs by generating details on-the-fly and using level-of-detail strategies for efficient cloth rendering.

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    Area of Science:

    • Computer Graphics
    • Geometric Modeling
    • Real-time Rendering

    Background:

    • Fiber-level cloth modeling offers high realism but incurs substantial memory and computation costs.
    • Existing methods are often too slow for real-time applications, even for offline rendering.

    Purpose of the Study:

    • To develop a real-time fiber-level cloth rendering method suitable for modern Graphics Processing Units (GPUs).
    • To significantly reduce the computational and memory overhead associated with detailed cloth rendering.

    Main Methods:

    • Procedurally generating fiber-level details on-the-fly using yarn-level control points to minimize GPU data transfer.
    • Reducing rasterization by collectively representing fibers within yarn structures and employing level-of-detail (LOD) strategies.
    • Implementing efficient self-shadow computation using low-resolution shadow maps and approximating ambient occlusion for fiber-level self-occlusion.

    Main Results:

    • Demonstrated real-time rendering of knitwear with over 100 million fiber curves.
    • Achieved effective self-shadowing and ambient occlusion effects at real-time frame rates.
    • Showcased the method's ability to handle physical-based shading and temporal coherency in cloth animations.

    Conclusions:

    • The proposed method enables real-time, high-fidelity rendering of fiber-level cloth.
    • It effectively balances visual detail with computational efficiency for interactive applications.
    • The approach is scalable and applicable to complex textile simulations and visualizations.