SIAM Journal on Computing
Large steps in cloth simulation
Proceedings of the 25th 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
Fast exact and approximate geodesics on meshes
ACM SIGGRAPH 2005 Papers
Journal of Visual Communication and Image Representation
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
Animating developable surfaces using nonconforming elements
ACM SIGGRAPH 2008 papers
Real time physics: class notes
ACM SIGGRAPH 2008 classes
A simple approach to nonlinear tensile stiffness for accurate cloth simulation
ACM Transactions on Graphics (TOG)
Research problems in clothing simulation
Computer-Aided Design
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
Multi-resolution isotropic strain limiting
ACM SIGGRAPH Asia 2010 papers
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
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Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. Real time performance can be achieved by allowing damping or stretching at reduced solver costs, but these compromise visual realism - the cloth either looks stretchy or fine wrinkles get lost. Our long range attachment (LRA) method exploits that typical game character clothing tends to be attached to some kinematic parts of the character. LRA method applies unilateral distance constraint between free particles of the cloth to distant attachment point on the character, preventing them from stretching away from the kinematically driven attachments (e.g. shoulder for a cape). This simple step provides an efficient shortcut for enforcing global inextensibility that can be readily implemented into existing game physics methods such as PBD.