Robust high-resolution cloth using parallelism, history-based collisions, and accurate friction.
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.
Selle
Andrew
A
Stanford University, Industrial Light + Magic, Stanford, CA 94305, USA. aselle@cs.stanford.edu
Su
Jonathan
J
Irving
Geoffrey
G
Fedkiw
Ronald
R
D000465:Algorithms; D003196:Computer Graphics; D003198:Computer Simulation; D044962:Data Compression; D017276:Friction; D007089:Image Enhancement / Q000379:methods*; D021621:Imaging, Three-Dimensional / Q000379:methods*; D015203:Reproducibility of Results