Journal
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Volume 15, Issue 2, Pages 339-350Publisher
IEEE COMPUTER SOC
DOI: 10.1109/TVCG.2008.79
Keywords
Computer graphics; geometric algorithms; physically based modeling; cloth; collision response; friction
Categories
Funding
- Packard Foundation
- Okawa Foundation
- 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]
- ARO [DAAD19-03-1-0331]
- NIH [U54-GM072970]
- 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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