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Robust Treatment of Collisions, Contact and Friction for a Skinned Cloth Simulation
Robust collision handling for cloth simulation using impulse-based contact resolution and continuous collision detection for stable production use.
Abstract
Presents an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for the internal cloth dynamics and models true cloth thickness, combining fast repulsion forces with a robust geometric collision and impact-zone scheme. The simulation data can be post-processed with a collision-aware subdivision scheme to produce smooth, interference-free results for rendering.
How to read this
- Category
- Method: collision, contact and friction handling for cloth
- Contributions
- A collision pipeline that works with any internal cloth dynamics and models true cloth thickness
- A combination of fast repulsion forces with a robust geometric collision and impact-zone scheme for stable resolution
- A collision-aware subdivision post-process that yields smooth, interference-free results for rendering
- Context
- Builds on Baraff and Witkin's Large Steps in Cloth Simulation, adding a robust collision/contact/friction layer that is independent of the underlying integrator.Builds on: Large Steps in Cloth Simulation
- Correctness
- Aimed at robust, production-style cloth and validated by interference-free simulated results; reader caveat is that robustness rests on the repulsion-plus-impact-zone strategy and continuous collision detection, whose cost and tuning matter for dense self-contact.
- Clarity
- Moderately accessible; a first pass conveys the repulsion-plus-impact-zone strategy, a second pass is needed for the geometric collision and friction details.
- How to read it
- Treat internal dynamics as a black box and focus on the collision/contact/friction layer and impact zones; a second pass on the geometric scheme pays off if you implement robust cloth contact.
Builds on
Built upon by
- Simulation of Clothing with Folds and Wrinkles 2003
- Untangling Cloth 2003
- Efficient Simulation of Inextensible Cloth 2007
- Robust Treatment of Simultaneous Collisions 2008
- Ubisoft Cloth Simulation: Performance Postmortem and Journey from C++ to Compute Shaders 2015
- Finding Hank 2016
- Better Collisions and Faster Cloth for Pixar's Coco 2018
- Cloth Self Collision with Predictive Contacts 2018
Related work
- Robust Treatment of Collisions, Contact and Friction for Cloth Animation 2002 / SIGGRAPH
- A Safe and Fast Repulsion Method for GPU-based Cloth Self Collisions 2020 / TOG
- Dynamic Deformables: Implementation and Production Practicalities 2020 / SIGGRAPH Courses
- CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation 2016 / CGF
Keywords
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