Abstract: In this paper we simulate high resolution cloth consisting of up to 2 million triangles which allows us to achieve highly detailed folds and wrinkles. Since the level of detail is also inﬂuenced by object collision and self collision, we propose a more accurate model for cloth-object friction. We also propose a robust history-based repulsion/collision framework where repulsions are treated accurately and efﬁciently on a per time step basis. Distributed memory parallelism is used for both time evolution and collisions and we speciﬁcally address Gauss-Seidel ordering of repulsion/collision response. This algorithm is demonstrated by several high-resolution and high-ﬁdelity simulations.
(C) Andrew Selle, All Rights Reserved.