CSE 557 -- Computer Graphics -- Winter 2000
FINAL PROJECT
Cloth Simulation
AUTHORS: Will Portnoy, Dan Grossman
With cloth simulation, as in most of Computer
Graphics, the challenge lies in making the artifact on the screen look
realistic. In particular, the cloth's movements and interactions with
its surroundings ought to look
familiar to the viewer, who should even be able to recognize different
types of cloth simply by watching the simulation's behavior.
In the literature, realistic cloth movement has been obtained
using a network of particles connected by springs (in that case, the
system is referred to as a mass-spring system) or other natural
forces (such as Coulomb forces). With such a model, perturbations
at one cloth vertex are propagated to the other areas of the cloth as
dictated by the system of differential equations that links the forces
acting on all the particles. Thus, local forces -- the result
of, say, cloth/object interactions or perhaps the
user's dragging of the cloth with the mouse -- and global
forces -- such as wind and gravity -- may be applied to the cloth
in order to highlight behaviors that will assist the viewer in
recognizing the cloth. Then, by changing parameters for the model's
force equations, the cloth's reactions can be made to simulate many
different types of material.
References
- D. Baraff. "Implicit Methods for Differential Equations".
Physically Based Modeling: Principles and Practice.
Robotics Institute, Carnegie Mellon University, 1997.
- D. Baraff and A. Witkin. "Large Steps in Cloth Simulation".
Computer Graphics Proceedings, Annual Conference Series.
pp. 43 - 54, 1998
- J. Lander. "Devil in the Blue Faceted Dress: Real-time Cloth
Animation". Game Developer Magazine. pp. 17-21, May 1999.
- J. McDonald and R. Welland. "Methods for Preventing Cloth
Self-Intersection". Technical Report, 1997.
Our Mass-Spring Model
Results and Executables
This page last updated: Tuesday, March 15, 2000.
E-mail the authors: Will Portnoy and Dan Grossman