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Issue No.02 - March/April (2009 vol.15)

pp: 339-350

Jonathan Su , Stanford University, Stanford

Geoffrey Irving , Stanford University, Stanford

Andrew Selle , Stanford University, Stanford

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2008.79

ABSTRACT

In this paper we simulate high resolution cloth consisting of up to 2 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.

INDEX TERMS

computer graphics, geometric algorithms, physically based modeling, cloth, collision responce, friction

CITATION

Jonathan Su, Geoffrey Irving, Andrew Selle, "Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction",

*IEEE Transactions on Visualization & Computer Graphics*, vol.15, no. 2, pp. 339-350, March/April 2009, doi:10.1109/TVCG.2008.79REFERENCES

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