Fast Body-Cloth simulation with moving humanoids [article]

Javier Rodriguez-Navarro, Miguel Sainz, Antonio Susin
2005 Eurographics State of the Art Reports  
In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions when the humanoid is
more » ... oving. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.
doi:10.2312/egs.20051030 fatcat:6avpkw5ezjhwnddotme24gkkqy