I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Parametrization and smooth approximation of surface triangulations
Computer Aided Geometric Design
V-COLLIDE: accelerated collision detection for VRML
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
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
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Finite-Element Modeling and Control of Flexible Fabric Parts
IEEE Computer Graphics and Applications
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A Fast and Simple Stretch-Minimizing Mesh Parameterization
SMI '04 Proceedings of the Shape Modeling International 2004
Fast exact and approximate geodesics on meshes
ACM SIGGRAPH 2005 Papers
Proceedings of the ACM symposium on Virtual reality software and technology
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
GI-COLLIDE: collision detection with geometry images
Proceedings of the 21st spring conference on Computer graphics
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The simulation and animation of cloth has attracted considerable research interest by the computer graphics community. Cloth that behaves realistically is already expected in animated films, and real-time applications are certain to follow. A common challenge faced when simulating the complex behaviour of cloth, especially at interactive frame rates, is maintaining an acceptable level of realism while keeping computation time to a minimum. A common method of increasing the efficiency is a decrease in the number of nodes controlling the cloth movement, sacrificing details that could only be obtained using a dense discretization of the cloth. A simple and efficient method to simulate cloth is the mass-spring system which utilises a regular grid of vertices, representing discrete points along the cloth's surface. The structure of geometry images is similar, which makes them an ideal choice for representing arbitrary surface meshes in a cloth simulator whilst retaining the efficiency of a mass-spring system. In this paper we present a novel method to apply geometry images to cloth simulation in order to obtain cloth motion for surface meshes of arbitrary genus, while retaining the simplicity of a mass-spring model. We also adapt an implicit/explicit integration scheme, utilising the regular structure of geometry images, to improve performance. Additionally, the cloth is able to drape over other objects, also represented as geometry images. Our method is efficient enough to allow for fairly dense cloth meshes to be simulated in real-time.