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Fast Cloth Simulation on Moving Humanoids
Javier Rodriguez-Navarro, Miguel Sainz, Antonio Susin
EurographicsCFX
Real-time GPU cloth on moving humanoids, handling both cloth simulation and cloth-body collision via a hierarchic depth-map structure at high frame rates.
Abstract
A fast GPU-based method for body-cloth animation on moving humanoids. It handles both cloth simulation and cloth-body collision using a hierarchic depth-map structure, achieving high frame rates with structured and unstructured cloth meshes of thousands of particles, where collision against complex body geometry is the usual bottleneck.
How to read this
- Category
- Method: a real-time GPU cloth-on-character system
- Contributions
- A GPU-based body-cloth animation method running at high frame rates on moving humanoids
- A hierarchic depth-map structure for cloth-body collision, targeting the usual bottleneck of collision against complex body geometry
- Handling of both structured and unstructured cloth meshes of thousands of particles
- Context
- Builds on the implicit-integration cloth-simulation foundation (Baraff and Witkin, Large Steps in Cloth Simulation) and adapts it for GPU execution with a focus on the collision stage.Builds on: Large Steps in Cloth Simulation
- Correctness
- Validated by demonstrating high frame rates with multi-thousand-particle cloth on moving bodies; readers should note that depth-map collision is an approximation (resolution-limited, view/structure dependent) and that mid-2000s GPU constraints shape what the method can resolve.
- Clarity
- Accessible and concrete; a single first pass conveys the pipeline, with a second pass useful only for the depth-map collision details.
- How to read it
- Read for the collision-acceleration idea (the hierarchic depth-map) rather than the cloth model itself; one pass suffices unless you are implementing GPU collision, in which case study that structure closely.
Builds on
Built upon by
Nothing yet.
Related work
- Untangling Cloth 2003 / SIGGRAPH
- Clean Cloth Inputs: Removing Character Self-Intersections with Volume Simulation 2018 / SIGGRAPH
- Dynamic Deformables: Implementation and Production Practicalities 2020 / SIGGRAPH Courses
- Robust Treatment of Collisions, Contact and Friction for Cloth Animation 2002 / SIGGRAPH
Keywords
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