The synthesis of cloth objects
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Physical modeling with B-spline surfaces for interactive design and animation
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Dressing animated synthetic actors with complex deformable clothes
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Three dimensional apparel CAD system
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Predicting the drape of woven cloth using interacting particles
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Versatile and efficient techniques for simulating cloth and other deformable objects
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Cloth modeling and animation
Modeling inelastic deformation: viscolelasticity, plasticity, fracture
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
CHARMS: a simple framework for adaptive simulation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
Computer Animation and Virtual Worlds - CASA 2005
The Visual Computer: International Journal of Computer Graphics
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Simple linear bending stiffness in particle systems
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
A consistent bending model for cloth simulation with corotational subdivision finite elements
Proceedings of the 2006 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
A quadratic bending model for inextensible surfaces
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Asynchronous contact mechanics
ACM SIGGRAPH 2009 papers
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
Modeling friction and air effects between cloth and deformable bodies
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present a novel algorithm for collision processing on triangulated meshes. Our method robustly maintains a collision free state on complex geometries while resorting to collision resolution at time intervals often comparable to the frame rate. Our approach is motivated by the behavior of a thin layer of fluid inserted in the empty space between nearly-colliding parts of the simulated surface, acting as a cushioning mechanism. Point-triangle or edge-edge pairs on a collision course are naturally resolved by the incompressible response of this fluid buffer. This response is formulated into a globally coupled nonlinear system which we solve using Newton iteration and symmetric, positive definite solvers. The globally coupled treatment of collisions allows us to resolve up to two orders of magnitude more collisions than traditional greedy algorithms (e.g. Gauss-Seidel collision response) and take substantially larger time steps without compromising the visual quality of the simulation.