Issue No. 02 - March/April (2009 vol. 15)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2008.79
Andrew Selle , Stanford University, Stanford
Jonathan Su , Stanford University, Stanford
Geoffrey Irving , Stanford University, Stanford
Ronald Fedkiw , Stanford University, Stanford
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.
computer graphics, geometric algorithms, physically based modeling, cloth, collision responce, friction
G. Irving, J. Su, R. Fedkiw and A. Selle, "Robust High-Resolution Cloth Using Parallelism, History-Based Collisions, and Accurate Friction," in IEEE Transactions on Visualization & Computer Graphics, vol. 15, no. , pp. 339-350, 2008.