3D Cloth Simulation - PowerPoint PPT Presentation

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3D Cloth Simulation

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3D Cloth Simulation. Eva Schiffer. Aaron Bryden. Goal. Learn about methods of 3D cloth simulation ... point masses and a simple spring system. the choice of ... – PowerPoint PPT presentation

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Title: 3D Cloth Simulation


1
3D Cloth Simulation
  • Eva Schiffer
  • Aaron Bryden

2
Goal
  • Learn about methods of 3D cloth simulation
  • Implement a simulation with
  • point masses and a simple spring system
  • the choice of explicit, and implicit integration

3
Existing methods, springs
  • Cloth is modeled as a system of point masses
  • All springs use the same force equation
  • Three types of springs
  • structural springs
  • sheer springs
  • bend springs

Equations from Steve RotenBergs Classs notes
4
Existing methods,explicit integration
  • set time step, s
  • use state(t s) state(t) s
    forces(state(t), t)
  • the state includes position and velocity
  • must calculate each step by s
  • good simple to implement, okay for very high
    damping factors
  • bad slow, needs short s and/or high damping or
    it will explode

5
Existing methods, implicit integration
  • use state(t s) state(t) s
    forces(state(ts), ts) or
  • This means that we have to solve for values of
    deltax and deltav
  • Uses modified conjugate gradient solver that
    exploits the sparsity that results from each node
    only being connect to nearby nodes.

6
What we did
  • Basic spring forces
  • particle system and simple explicit integration
    with generative forces inspired by Particle
    System Dynamics from SIGRAPH 2003 course notes
  • Implicit Integration based on Large Steps in
    Cloth Simulation by Baraff and Witkin, 1998.
  • Extended particle system and wrote implicit
    integration based on Hamilton Chongs Code.
    Specifically, using his modified conjugate
    gradient solver and his filling of the df_dx and
    df_dy matrices based on position and velocity to
    have the proper sparsity characteristics.

7
Results
  • Explicit is slow to calculate, due to requiring a
    very small time step, and requires tuning the
    time step depending on the spring constants and
    damping factors to keep it from degenerating into
    chaos
  • Implicit is fast and does not degenerate with as
    small of a timestep. Each step takes longer to
    calculate, but the degree to which large time
    steps may be taken results in a significant time
    reduction to simulate a certain amount of time.
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