← ArchivePaper2020
A Safe and Fast Repulsion Method for GPU-based Cloth Self Collisions
While cloth dynamics solvers have advanced substantially, progress in fast and reliable collision handling has lagged behind.
Abstract
While cloth dynamics solvers have advanced substantially, progress in fast and reliable collision handling has lagged behind. This work studies the safety, efficiency, and realism of repulsion-based self-collision handling for GPU cloth simulators. The authors identify the necessary vertex-distance conditions for cloth to enter a self-intersection and negate them into vertex-distance constraints that prevent self-collisions while running efficiently on the GPU.
How to read this
- Category
- Method: GPU cloth self-collision handling
- Contributions
- A study of safety, efficiency, and realism for repulsion-based self-collision handling on GPU cloth simulators
- Identification of the necessary vertex-distance conditions for cloth to enter a self-intersection
- Negation of those conditions into vertex-distance constraints that prevent self-collisions while running efficiently on the GPU
- Context
- Builds on robust cloth collision and friction treatment (referenced Bridson et al. 2002), targeting the gap where fast, reliable collision handling has lagged behind advances in cloth dynamics solvers.Builds on: Robust Treatment of Collisions, Contact and Friction for Cloth Animation
- Correctness
- The approach is framed as a safe repulsion method derived from explicit vertex-distance intersection conditions; as a repulsion (not continuous-collision) scheme it prevents entering self-intersection under those conditions, so behavior for already-tangled states or extreme time steps is the natural thing to scrutinize.
- Clarity
- Focused and problem-driven; a first pass conveys the safety argument, a second pass is needed for the precise vertex-distance conditions and GPU constraint formulation.
- How to read it
- Read the intersection-condition derivation carefully, since the contribution is the conditions-to-constraints negation; a second pass on the GPU implementation pays off if you maintain a cloth solver.
Built upon by
Nothing yet.
Related work
- Robust Treatment of Collisions, Contact and Friction for a Skinned Cloth Simulation 2002 / SIGGRAPH
- Robust Treatment of Collisions, Contact and Friction for Cloth Animation 2002 / SIGGRAPH
- Better Collisions and Faster Cloth for Pixar's Coco 2018 / SIGGRAPH
- CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation 2016 / CGF
Keywords
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