dc.contributor.author | Bender, Jan | en_US |
dc.contributor.author | Diziol, Raphael | en_US |
dc.contributor.author | Bayer, Daniel | en_US |
dc.contributor.editor | Jan Bender and Kenny Erleben and Eric Galin | en_US |
dc.date.accessioned | 2013-10-31T10:42:43Z | |
dc.date.available | 2013-10-31T10:42:43Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.isbn | 978-3-905673-87-6 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/PE/vriphys/vriphys11/011-017 | en_US |
dc.description.abstract | This paper presents an effcient method for the dynamic simulation of inextensible cloth. The triangle mesh for our cloth model is simulated using an impulse-based approach which is able to solve hard constraints. Using hard distance constraints on the edges of the triangle mesh removes too many degrees of freedom, resulting in a rigid motion. This is known as the locking problem which is typically solved by using rectangular meshes in existing impulse-based simulations. We solve this problem by using a nonconforming representation for the simulation model which unfortunately results in a discontinuous mesh. Therefore, we couple the original conforming mesh with the nonconforming elements and use it for collision handling and visualization. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.7]: Three- Dimensional Graphics and Realism - Animation | en_US |
dc.title | Simulating Inextensible Cloth Using Locking-free Triangle Meshes | en_US |
dc.description.seriesinformation | Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011) | en_US |