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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.

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