“Collision Approximation for Real-Time Cloth Simulation” by Neal

  • ©Kristen Neal

  • ©Kristen Neal

  • ©Kristen Neal



Entry Number: 089


    Collision Approximation for Real-Time Cloth Simulation



    Dynamic cloth simulation has been a topic of interest within the graphics community for the past ten years. However, most of this research has focused on producing physically accurate results [Baraff et al. 2003]. Techniques such as these are useful for generating static images, but their computation time prohibits use in real-time simulation. While efforts on image based collision detection produced accelerated cloth simulation techniques, their implementation resulted in only a few frames per second [Vassilev et al. 2001] This type of simulation is still too slow to be incorporated within a large interactive applications such as computer games.
    The predominate limiting factor for most cloth simulations is the computation time needed to model accurate collision detection and response. This is somewhat ironic, as people have a poor intuitive understanding of how cloth actually behaves. It is nearly impossible to predict how a piece of cloth will fold as it is draped over an object, or what patterns it will follow while flapping in the wind. With this understanding of human perception, approximations can be made to accelerate collision detection without sacrificing visual plausibility. The CollisionGrid system presented here uses the height field representation of terrain to approximate collision detection and response between cloth and world geometry.


    1. Baraff, D., Witkin, A., and Kass, M. 2003. Untangling cloth. In Proceedings of SIGGRAPH 2003, 862–870.]]
    2. Vassilev, T., Spanlang, B., and Chysanthou, Y. 2001. Fast cloth animation on walking avatars. In Proceedings of EUROGRAPHICS 2001, Blackwell Publishers.]]

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©Kristen Neal


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