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Wrinkling Coarse Meshes on the GPU
2006
Computer graphics forum (Print)
The simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to generate wrinkles on a piece of garment which mostly appears spread out. This paper presents a corresponding fully GPU-based, easy-to-control, and robust method to generate and render plausible and detailed folds. This simulation is generated from an animated mesh. A relaxation step ensures that the behavior remains
doi:10.1111/j.1467-8659.2006.00966.x
fatcat:c74haothezcztpn5c4tcri7r7a