Bending and Creasing Virtual Paper
IEEE Computer Graphics and Applications
The simplest subdivision scheme for smoothing polyhedra
ACM Transactions on Graphics (TOG)
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Computer Methods for Ordinary Differential Equations and Differential-Algebraic Equations
Computer Methods for Ordinary Differential Equations and Differential-Algebraic Equations
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
CA '02 Proceedings of the Computer Animation
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Volume conserving finite element simulations of deformable models
ACM SIGGRAPH 2007 papers
Efficient simulation of inextensible cloth
ACM SIGGRAPH 2007 papers
Modeling dynamic developable meshes by the Hamilton principle
Computer-Aided Design
A quadratic bending model for inextensible surfaces
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Discrete quadratic curvature energies
Computer Aided Geometric Design
Enrichment textures for detailed cutting of shells
ACM SIGGRAPH 2009 papers
Asynchronous contact mechanics
ACM SIGGRAPH 2009 papers
Efficient yarn-based cloth with adaptive contact linearization
ACM SIGGRAPH 2010 papers
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
Multi-resolution isotropic strain limiting
ACM SIGGRAPH Asia 2010 papers
Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
ACM SIGGRAPH Asia 2010 papers
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Data-driven elastic models for cloth: modeling and measurement
ACM SIGGRAPH 2011 papers
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
Optimization for sag-free simulations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Asynchronous integration with phantom meshes
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Continuous deformations by isometry preserving shape integration
Proceedings of the 7th international conference on Curves and Surfaces
Data-Driven Estimation of Cloth Simulation Models
Computer Graphics Forum
Computer Graphics Forum
Adaptive anisotropic remeshing for cloth simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Simulation of complex nonlinear elastic bodies using lattice deformers
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Long range attachments: a method to simulate inextensible clothing in computer games
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Long range attachments - a method to simulate inextensible clothing in computer games
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Folding and crumpling adaptive sheets
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Technical Section: Adaptive cloth simulation using corotational finite elements
Computers and Graphics
Technical Section: Fast and stable cloth simulation based on multi-resolution shape matching
Computers and Graphics
Optimizing neighborhood projection with relaxation factor for inextensible cloth simulation
The Visual Computer: International Journal of Computer Graphics
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We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an excellent approximation for many materials, including most cloth, paper, and stiffer materials. Unfortunately the conforming (geometrically continuous) discretizations used in graphics break down in this limit. Our nonconforming approach solves this problem, allowing us to simulate surfaces with zero in-plane deformation as a hard constraint. However, it produces discontinuous meshes, so we further couple this with a "ghost" conforming mesh for collision processing and rendering. We also propose a new second order accurate constrained mechanics time integration method that greatly reduces the numerical damping present in the usual first order methods used in graphics, for virtually no extra cost and sometimes significant speed-up.