Cloth simulation
Posted: Wed Apr 20, 2011 12:05 am
I made a cloth simulation using c++. It uses implicit backward euler integration and continuous collision detection for cloth-object and cloth self-collision. Strain limiting was used to simulate inextensible cloth. BVH/AABB was implemented to avoid n^2 collision checking. Rendering was done in Maya using AnimOBJ(http://code.google.com/p/animobj) which is made by myself as well.
Below is a link to the short video.
http://www.youtube.com/watch?v=YVhD2d2wWHU
I am currently trying to implement global collision treatment methods based on papers below.
Also the first paper is somehow confusing.
Thank you.
Below is a link to the short video.
http://www.youtube.com/watch?v=YVhD2d2wWHU
I am currently trying to implement global collision treatment methods based on papers below.
- Accurate Collision Response on Polygonal Meshes(http://www.miralab.ch/repository/papers/46.pdf)
Globally coupled collision handling using volume preserving impulses(http://www.math.ucla.edu/~jteran/papers/SMT08.pdf)
Robust Treatment of Simultaneous Collisions(http://www.cs.columbia.edu/cg/RTSC/)
Also the first paper is somehow confusing.
Thank you.