Cloth Modeling and Tearing

Final Project
for
CSE557

Seth Bridges


Abstract:


Cloth modeling is a necessary part of realistic 3D modeling systems. In the past, people have used spring connected particle systems to simulate cloth. This still seems like a good way to model cloth, so I decided that I would take a stab at it. Zoran also decided that he would like to see tearing of the cloth. Therefore, the focus of my project is to simulate tearing cloth.


Discussion
Results


Experiment:


I started this project by creating an exstensible particle system that allowed for various type of particles including: bouncing, exploding, fixed position, and infinite. There are also two types of forces: global forces (such as gravity) and spring forces. These forces are specified by two constants, a resting length, and a "partner" particle to connect to.

I initally created a square array of particles inter-connected with springs between adjacent particles. After finding that this was not sufficient, I went to the web in search of a better model. Jeff Lander's article[1] was helpful in determining a connection structure for my mass-spring system. Here is his model:


Lander's cloth model:




For more discussion, see the Discussion page.


References:


  1. J. Lander. "Devil in the Blue Faceted Dress: Real-time Cloth Animation". Game Developer Magazine. pp. 17-21, May 1999.
  2. A. Witkin. "Particle System Dynamics". SIGGRAPH '97 Course Notes. Robotics Institute, Carnegie Mellon University, 1997.
  3. D. Baraff and A. Witkin. "Large Steps in Cloth Simulation". Computer Graphics Proceedings, Annual Conference Series. pp. 43 - 54, 1998