Anisotropic friction for deformable surfaces and solids
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Multi-core collision detection between deformable models
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
Underwater cloth simulation with fractional derivatives
ACM Transactions on Graphics (TOG)
Parallelized incomplete poisson preconditioner in cloth simulation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Directional constraint enforcement for fast cloth simulation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Physically based object withering simulation
Computer Animation and Virtual Worlds
Virtual try on: an application in need of GPU optimization
Proceedings of the ATIP/A*CRC Workshop on Accelerator Technologies for High-Performance Computing: Does Asia Lead the Way?
Speculative parallel asynchronous contact mechanics
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A fluid/cloth coupling method for high velocity collision simulation
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Scaling virtual worlds: simulation requirements and challenges
Proceedings of the Winter Simulation Conference
Special Section on CAD/Graphics 2013: Canopy-frame interactions for umbrella simulation
Computers and Graphics
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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.