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
Surface-to-Surface Intersections
IEEE Computer Graphics and Applications - Special issue on computer-aided geometric design
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
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
An efficient surface intersection algorithm based on lower-dimensional formulation
ACM Transactions on Graphics (TOG)
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Subdivision surfaces in character animation
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
A Fast, Flexible, Particle-System Model for Cloth Draping
IEEE Computer Graphics and Applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Estimating cloth simulation parameters from video
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Queue - Game Development
A virtual node algorithm for changing mesh topology during simulation
ACM SIGGRAPH 2004 Papers
Collision between deformable objects using fast-marching on tetrahedral models
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic modeling of virtual humans and body clothing
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
Dynamic Interaction between Deformable Surfaces and Nonsmooth Objects
IEEE Transactions on Visualization and Computer Graphics
A painting interface for interactive surface deformations
Graphical Models - Special issue on pacific graphics 2003
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
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
Simulating complex hair with robust collision handling
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Dynamic Simulation of Articulated Rigid Bodies with Contact and Collision
IEEE Transactions on Visualization and Computer Graphics
Tetrahedral and hexahedral invertible finite elements
Graphical Models - Special issue on SCA 2004
Editing arbitrarily deforming surface animations
ACM SIGGRAPH 2006 Papers
Fast proximity computation among deformable models using discrete Voronoi diagrams
ACM SIGGRAPH 2006 Papers
Resolving surface collisions through intersection contour minimization
ACM SIGGRAPH 2006 Papers
Modelling woven fabric constructions under hydrostatic pressure
Finite Elements in Analysis and Design
Discrete quadratic curvature energies
ACM SIGGRAPH 2006 Courses
Simulation of clothing with folds and wrinkles
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
A virtual node algorithm for changing mesh topology during simulation
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Keyframe control of complex particle systems using the adjoint method
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Journal of Visual Communication and Image Representation
Interactive Collision Detection for Deformable Models Using Streaming AABBs
IEEE Transactions on Visualization and Computer Graphics
Hybrid simulation of deformable solids
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Capturing and animating occluded cloth
ACM SIGGRAPH 2007 papers
An art-directed wrinkle system for CG character clothing and skin
Graphical Models
Simulating knitted cloth at the yarn level
ACM SIGGRAPH 2008 papers
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Dynamic Axial Curve ---Pair Based Deformation
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Asynchronous contact mechanics
ACM SIGGRAPH 2009 papers
From early virtual garment simulation to interactive fashion design
Computer-Aided Design
ACM SIGGRAPH ASIA 2009 Sketches
Modelling woven fabric constructions under hydrostatic pressure
Finite Elements in Analysis and Design
Efficient yarn-based cloth with adaptive contact linearization
ACM SIGGRAPH 2010 papers
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
A survey on CAD methods in 3D garment design
Computers in Industry
Dynamic clothing collision resolution using PSO
International Journal of Computer Applications in Technology
Anisotropic cloth modeling for material fabric
Transactions on edutainment IV
Robust continuous collision detection for deformable objects
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Optimization for sag-free simulations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
MoCCA: motion capture cloth analysis
ACM SIGGRAPH 2011 Posters
Survey on model-based manipulation planning of deformable objects
Robotics and Computer-Integrated Manufacturing
Asynchronous contact mechanics
Communications of the ACM
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part I
Simulation of multiple fluids with solid–liquid phase transition
Computer Animation and Virtual Worlds
Adaptive anisotropic remeshing for cloth simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Parallel implicit integration for cloth animations on distributed memory architectures
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
The intersection contour minimization method for untangling oriented deformable surfaces
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
The intersection contour minimization method for untangling oriented deformable surfaces
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Modeling friction and air effects between cloth and deformable bodies
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Technical Section: Automatic pose-independent 3D garment fitting
Computers and Graphics
A practical framework for generating volumetric meshes of subject-specific soft tissue
The Visual Computer: International Journal of Computer Graphics
Consistent volumetric discretizations inside self-intersecting surfaces
SGP '13 Proceedings of the Eleventh Eurographics/ACMSIGGRAPH Symposium on Geometry Processing
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Deficient cloth-to-cloth collision response is the most serious shortcoming of most cloth simulation systems. Past approaches to cloth-cloth collision have used history to decide whether nearby cloth regions have interpenetrated. The biggest pitfall of history-based methods is that an error anywhere along the way can give rise to persistent tangles. This is a particularly serious issue for production character animation, because characters' bodies routinely self-intersect, for instance in the bend of an elbow or knee, or where the arm or hand rests against the body. Cloth that becomes pinched in these regions is often forced into jagged self-intersections that defeat history-based methods, leaving a tangled mess when the body parts separate. This paper describes a history-free cloth collision response algorithm based on global intersection analysis of cloth meshes at each simulation step. The algorithm resolves tangles that arise during pinching as soon as the surrounding geometry permits, and also resolves tangled initial conditions. The ability to untangle cloth after pinching is not sufficient, because standard cloth-solid collision algorithms handle pinches so poorly that they often give rise to visible flutters and other simulation artifacts during the pinch. As a companion to the global intersection analysis method, we present a cloth-solid collision algorithm called collision flypapering, that eliminates these artifacts. The two algorithms presented have been used together extensively and successfully in a production animation environment.