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dc.contributor.authorSchmitt, Nikolasen_US
dc.contributor.authorKnuth, Martinen_US
dc.contributor.authorBender, Janen_US
dc.contributor.authorKuijper, Arjanen_US
dc.contributor.editorJan Bender and Jeremie Dequidt and Christian Duriez and Gabriel Zachmannen_US
dc.date.accessioned2014-02-06T13:47:29Z
dc.date.available2014-02-06T13:47:29Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905674-57-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE.vriphys.vriphys13.001-010en_US
dc.description.abstractToday most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances between particles are equal. In this paper we introduce a cloth simulation that combines both model types. All operations that are performed on the CPU use a low-resolution triangle mesh while GPU-based methods are performed efficiently on a high-resolution grid representation. Both models are coupled by a sampling operation which renders triangle vertex data into a texture and by a corresponding projection of texel data onto a mesh. The presented scheme is very flexible and allows individual components to be performed on different architectures, data representations and detail levels. The results are combined using shader programs which causes a negligible overhead. We have implemented CPU-based collision handling and a GPU-based hierarchical constraint solver to simulate systems with more than 230k particles in real-time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.titleMultilevel Cloth Simulation using GPU Surface Samplingen_US
dc.description.seriesinformationWorkshop on Virtual Reality Interaction and Physical Simulationen_US


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