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GPU-Based Simulation of Cloth Wrinkles at Submillimeter Levels
Regular-grid GPU cloth at millions of vertices resolving submillimeter wrinkles, exploiting structured memory access for high-resolution character garment simulation.
Abstract
In this paper, we study physics-based cloth simulation in a very high resolution setting, presumably at submillimeter levels with millions of vertices, to meet perceptual precision of our human eyes. State-of-the-art simulation techniques, mostly developed for unstructured triangular meshes, can hardly meet this demand due to their large computational costs and memory footprints. We argue that in a very high resolution, it is more plausible to use regular meshes with an underlying grid structure, which can be highly compatible with GPU acceleration like high-resolution images. Based on this idea, we formulate and solve the nonlinear optimization problem for simulating high-resolution wrinkles, by a fast block-based descent method with reduced memory accesses. We also investigate the development of the collision handling component in our system, whose performance benefits greatly from the grid structure. Finally, we explore various issues related to the applications of our system, including initialization for fast convergence and temporal coherence, gathering effects, inflation and stuffing models, and mesh simplification. We can treat our system as a quasistatic wrinkle synthesis tool, run it as a standalone dynamic simulator, or integrate it into a multi-resolution solver as an additional component.
How to read this
- Category
- Method: GPU cloth simulation for submillimeter wrinkles on regular grids
- Contributions
- Physics-based cloth simulation at submillimeter resolution with millions of vertices using regular grid meshes for GPU compatibility
- A fast block-based descent method with reduced memory accesses to solve the nonlinear wrinkle optimization
- A grid-structure-aware collision handling component, plus initialization, temporal coherence, inflation/stuffing and simplification techniques
- Context
- Advances GPU-accelerated cloth simulation, related to contact-aware GPU cloth assembly work such as Tang et al.'s CAMA.Builds on: CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation
- Correctness
- Framed largely as a quasistatic wrinkle synthesis tool that trades unstructured triangular meshes for regular grids to exploit structured memory access; the regular-grid assumption is the key design choice and constraint to keep in mind.
- Clarity
- Technical (SIGGRAPH) but motivated clearly; a first pass conveys the grid-on-GPU argument, a second pass is needed for the solver.
- How to read it
- Focus first on why a regular grid enables this scale on GPUs; second/third pass on the block-based descent solver and collision handling if implementing.
Builds on
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Related work
- Vivace: A Practical Gauss-Seidel Method for Stable Soft Body Dynamics 2016 / SIGGRAPH Asia
- Clean Cloth Inputs: Removing Character Self-Intersections with Volume Simulation 2018 / SIGGRAPH
- PBNS: Physically Based Neural Simulation for Unsupervised Garment Pose Space Deformation 2021 / SIGGRAPH Asia
- Continuum-based Strain Limiting 2009 / Eurographics
Keywords
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