Cloth Simulation

Cloth simulation with various methods such as implicit integration with stiff springs or continuum style approach (Baraff & Witkins). Also I implemented constraint-based inextensible cloth based on this paper. The fast project method in that paper uses a direct solver (PARDISO) but I implemented a new iterative approach for a better performance and convergence. I am currently working on writing it. 

Cloth simulation uses continuous collision detection using qubic equation solver and proximity based impulses based on this paper

For real-time, I am implementing GPGPU cloth simulation using OpenCL. It is using constraints for stretch links and batch processes for parallel processing. Entire simulation is in the GPU. It is a part of Bullet and under active development for two-way interaction with rigid-body simulation in OpenCL. 



   

I made a 3DS Max plugin to test my cloth simulation as below. It can simulate cloth and closed body as below. If the object can be a tetrahedral mesh, it is possible to use it as a input mesh too. 


Below is a screenshot of my 2D cloth simulator. I use 2D version to experiments various things i.e. multiple simultaneous collision handling and integration methods. It handles stacking robustly and maintains the thickness of cloth very well.  


YouTube Video


YouTube Video


YouTube Video




YouTube Video



YouTube Video



YouTube Video


YouTube Video


YouTube Video


YouTube Video



YouTube Video


Comments