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Selective and Dynamic Cloth Fold Smoothing with Collision Resolution
Production cloth technique for selectively smoothing folds and resolving collisions to improve visual quality of dynamic garment animation.
Abstract
This work presents techniques to selectively and dynamically detect and smooth folds in a simulated cloth mesh after simulation, giving artists controls to emphasize or de-emphasize folds and to clean up crumpling errors. Folds are detected per vertex using a position based method that compares the original mesh to an internally smoothed mesh, or an angle based method that measures angular change between faces sharing an edge, producing fold weights that are spread and spatially smoothed. These weights drive selective Laplacian, Taubin, or Delta Mush smoothing that blends between the original and fully smoothed mesh. A collision resolution pass then pushes interpenetrating vertices out of the body and smooths the offsets, and the method is implemented as a multi-threaded custom node added after the cloth simulation step.
How to read this
- Category
- Production technique: post-simulation cloth fold smoothing and collision cleanup
- Contributions
- Per-vertex fold detection via a position-based method (original vs internally smoothed mesh) or an angle-based method (angular change across shared edges), producing spread and spatially smoothed fold weights
- Selective Laplacian, Taubin, or Delta Mush smoothing driven by those weights to blend between the original and a fully smoothed mesh, giving artists emphasis and de-emphasis control
- A collision resolution pass that pushes interpenetrating vertices out of the body and smooths offsets, implemented as a multi-threaded custom node after the cloth sim step
- Context
- Builds on the simulation-of-folds-and-wrinkles tradition (Bridson et al., Simulation of Clothing with Folds and Wrinkles), operating as an artist-controllable post-process rather than a new solver.Builds on: Simulation of Clothing with Folds and Wrinkles
- Correctness
- Presented as a DigiPro production technique demonstrated qualitatively in a pipeline node; assumes a usable simulated mesh exists and that selective smoothing will not erase desired detail, so results are tuned by artists rather than benchmarked.
- Clarity
- Practical and accessible; a first pass conveys the detect-weight-smooth-resolve workflow, with details in the smoothing-operator and collision sections.
- How to read it
- First pass for the pipeline-stage role and the fold-detection-to-weight idea; revisit the smoothing operators (Laplacian/Taubin/Delta Mush) and the collision pass if integrating into a cloth pipeline.
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Related work
- Directing Cloth Draping through Blended UVs 2025 / SIGGRAPH
- Untangling Cloth 2003 / SIGGRAPH
- Art-Directed Costumes at Pixar: Design, Tailoring, and Simulation in Production 2018 / SIGGRAPH Asia Courses
- Fast Cloth Simulation on Moving Humanoids 2005 / Eurographics
Keywords
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