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Journal ArticleDOI

A fast, flexible, particle-system model for cloth draping

TLDR
In this paper, the full trajectories of particles and not just the final positions of each particle are computed using a C++ class library, which can be easily extended to simulate the effects of manufacturing processes or interacting bodies.
Abstract
Animating the drape of different cloths must address complex physical behaviors. This particle approach uses optimizations that make it faster than earlier implementations and allow it to simulate behavior over time. The modeling system presented computes the full trajectories of particles and not just the final positions. This offers several important advantages. Since the full history of each particle is known, hysteresis effects can be modeled accurately. The Kawabata (1980) experimental data for different textiles can be input directly to the model. The effects of external forces, especially those produced by wind or moving solid bodies, can be modeled accurately. Despite this extra dimension of detail, our system computes final positions considerably faster than the times given by Breen, House and Wozny (1994). Our model can be easily extended to simulate the effects of manufacturing processes or interacting bodies. In particular, high stresses of the kind that occur in manufacturing can only be modeled if the full trajectory of each particle is known. We have implemented our model as a C++ class library. Particle systems are more flexible than approaches using continuum mechanics. Our system's fast computation times, mainly due to the numerical solution of ordinary differential equations, compare favorably to approaches using a finite-element method. Therefore, our approach might be an interesting alternative for other engineering problems currently solved by a finite-element method, for example, the computation of minimal surfaces, heavy membranes, vibrating membranes and population dynamics.

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Citations
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Proceedings ArticleDOI

Large steps in cloth simulation

TL;DR: A cloth simulation system that can stably take large time steps is described, which is significantly faster than previous accounts of cloth simulation systems in the literature.
Journal ArticleDOI

Physically Based Deformable Models in Computer Graphics

TL;DR: This paper presents the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis.
Proceedings ArticleDOI

Stable but responsive cloth

TL;DR: A semi-implicit cloth simulation technique that is very stable yet also responsive, and uses a particle-based physical model to handle the instability in the post-buckling response without introducing any fictitious damping.
Proceedings ArticleDOI

Efficient simulation of inextensible cloth

TL;DR: This work proposes a method to obtain very low strain along the warp and weft direction using Constrained Lagrangian Mechanics and a novel fast projection method that acts as a velocity filter that easily integrates into existing simulation code.
Proceedings ArticleDOI

Untangling cloth

TL;DR: A history-free cloth collision response algorithm based on global intersection analysis of cloth meshes at each simulation step, called collision flypapering, that resolves tangles that arise during pinching as soon as the surrounding geometry permits, and also resolves tangled initial conditions.
References
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Proceedings ArticleDOI

Flocks, herds and schools: A distributed behavioral model

TL;DR: In this article, an approach based on simulation as an alternative to scripting the paths of each bird individually is explored, with the simulated birds being the particles and the aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course.
Book

Maple V Language Reference Manual

Bruce W. Char
TL;DR: This text describes the Maple Symbolic Computation System and the Maple V language and describes the numeric and symbolic expressions that can be used in Maple V, including its 2D and 3D graphics.
Proceedings ArticleDOI

Versatile and efficient techniques for simulating cloth and other deformable objects

TL;DR: The main goal is to be able to simulate any kind of surface without imposing restrictions on shape or geometrical environment, and has enhanced existing algorithms in order to cope with any possible situation.
Journal ArticleDOI

The synthesis of cloth objects

Jerry Weil
TL;DR: A method for modelling cloth material hanging in three dimensions when supported by any number of constraint points is described and the cloth synthesized with this model contains folds and appears more realistic than simple texture mapping.