SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Techniques for cloth animation
New trends in animation and visualization
Predicting the drape of woven cloth using interacting particles
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Comparing Efficiency of Integration Methods for Cloth Simulation
CGI '01 Computer Graphics International 2001
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2003 Papers
Deriving a Particle System from Continuum Mechanics for the Animation of Deformable Objects
IEEE Transactions on Visualization and Computer Graphics
Interactive collision detection between deformable models using chromatic decomposition
ACM SIGGRAPH 2005 Papers
An art-directed wrinkle system for CG character clothing
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
The Visual Computer: International Journal of Computer Graphics
Capturing and animating occluded cloth
ACM SIGGRAPH 2007 papers
Plushie: an interactive design system for plush toys
ACM SIGGRAPH 2007 papers
Efficient simulation of inextensible cloth
ACM SIGGRAPH 2007 papers
Simulating knitted cloth at the yarn level
ACM SIGGRAPH 2008 papers
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Physically based cloth simulation has been challenging the graphics community for more than three decades. With the developing of virtual reality and clothing CAD, it has become the key technique of virtual garment and try-on system. Although it has received considerable attention in computer graphics, due to its flexible property and realistic feeling that the textile engineers pay much attention to, there is not a successful methodology to simulate cloth both in visual realism and physical accuracy. We present a new anisotropic textile modeling method based on physical mass-spring system, which models the warps and wefts separately according to the different material fabrics. The simulation process includes two main steps: firstly the rigid object simulation and secondly the flexible mass simulation near to be equilibrium. A multiresolution modeling is applied to enhance the tradeoff fruit of the realistic presentation and computation cost. Finally, some examples and the analysis results show the efficiency of the proposed method.