4.7 Article

Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction

Journal

Publisher

IEEE COMPUTER SOC
DOI: 10.1109/TVCG.2008.79

Keywords

Computer graphics; geometric algorithms; physically based modeling; cloth; collision response; friction

Funding

  1. Packard Foundation
  2. Okawa Foundation
  3. Office of Naval Research (ONR) [N00014-01-10620, ONR N0014-06-1-0393, ONR N00014-06-1-0505, ONR N00014-02-1-0720, ONR N00014-05-1-0479]
  4. ARO [DAAD19-03-1-0331]
  5. NIH [U54-GM072970]
  6. US National Science Foundation (NSF) [ACI-0323866, IIS-0326388, ITR-0205671, CCF-0541148]

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In this paper, we simulate high-resolution cloth consisting of up to two million triangles, which allows us to achieve highly detailed folds and wrinkles. Since the level of detail is also influenced by object collision and self-collision, we propose a more accurate model for cloth-object friction. We also propose a robust history-based repulsion/collision framework where repulsions are treated accurately and efficiently on a per time step basis. Distributed memory parallelism is used for both time evolution and collisions, and we specifically address Gauss-Seidel ordering of repulsion/collision response. This algorithm is demonstrated by several high-resolution and high-fidelity simulations.

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