SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Dressing animated synthetic actors with complex deformable clothes
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
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Modeling inelastic deformation: viscolelasticity, plasticity, fracture
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Physically Based Models with Rigid and Deformable Components
IEEE Computer Graphics and Applications
A Fast, Flexible, Particle-System Model for Cloth Draping
IEEE Computer Graphics and Applications
A method of drawing cloth patterns with fabric behavior
ACOS'06 Proceedings of the 5th WSEAS international conference on Applied computer science
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In this paper, we present a real-time animation technique for deformable objects based on mass-spring models in virtual reality environments. Many researchers have proposed various techniques for representing the motion and the appearance of deformable objects. However, the animation of deformable objects in virtual reality environments is still a hard problem. One of the most intensively studied deformable objects is virtual cloth. The difficulties in cloth animation mainly lie in the fact that cloth simulation easily tends to become unstable. Although the implicit method can make the simulation stable \citeBaraff98siggraph, it is still impossible to generate interactive animation when the number of mass-points is sufficiently large enough to represent realistic appearance. There have been a few efficient solutions for real-time animation \citeDesbrun99gi,Kang01tvc,Oshita01ca. However, the previous techniques for real-time cloth animation are not capable of generating the plausible motion and appearance because the methods are based on excessive approximations. This paper proposes an efficient technique that can generate realistic animation of complex cloth objects, and the technique makes it possible to integrate realistic deformable objects into the virtual reality systems without violating the interactivity of the system. The proposed method is based on the implicit integration in order to keep the system stable, and the solution of the linear system involved in the implicit integration is efficiently approximated in real-time.