This paper presents a physically-based model for simulating cloth objects, derived from elastically deformable models, and improved to account for the non-elastic properties of woven fabrics. The cloth is modeled as a deformable surface composed of a network of masses and springs, with the movement calculated using numerical integration of the fundamental law of dynamics. However, when high stresses occur in a small region, the local deformation becomes unrealistic compared to real textiles. Increasing the stiffness of the springs to reduce this deformation dramatically increases the algorithm's cost. To address this, the authors propose a new method inspired by dynamic inverse procedures to adapt the model to the stiff properties of textiles.
The model uses a mesh of virtual masses connected by springs, with different types of springs for structural, shear, and flexion deformations. The dynamics and forces acting on the system are calculated, including internal forces from springs and external forces like gravity and air resistance. The system is integrated using the Euler method, and dynamic inverse procedures are used to handle constraints, particularly for hanging points.
The "super-elastic" effect, where springs elongate excessively, is a major issue in the model. This effect is avoided by applying dynamic inverse procedures to limit the deformation rate of springs. The method uses a critical deformation rate to control the elongation of springs, ensuring realistic deformation without increasing the algorithm's cost significantly. The results show that this approach effectively reduces unrealistic deformations and improves the realism of cloth simulation.
The model is tested on various scenarios, including a hanging sheet and a flag in strong wind. The results demonstrate that the new method achieves realistic deformation with lower computational cost compared to traditional elastic models. The method is also effective for other cloth types, such as flags and sails, and can be applied to a wide range of cloth simulations. The paper concludes that the proposed method provides a realistic and efficient way to simulate cloth behavior, contributing to the development of more realistic cloth animation in computer graphics.This paper presents a physically-based model for simulating cloth objects, derived from elastically deformable models, and improved to account for the non-elastic properties of woven fabrics. The cloth is modeled as a deformable surface composed of a network of masses and springs, with the movement calculated using numerical integration of the fundamental law of dynamics. However, when high stresses occur in a small region, the local deformation becomes unrealistic compared to real textiles. Increasing the stiffness of the springs to reduce this deformation dramatically increases the algorithm's cost. To address this, the authors propose a new method inspired by dynamic inverse procedures to adapt the model to the stiff properties of textiles.
The model uses a mesh of virtual masses connected by springs, with different types of springs for structural, shear, and flexion deformations. The dynamics and forces acting on the system are calculated, including internal forces from springs and external forces like gravity and air resistance. The system is integrated using the Euler method, and dynamic inverse procedures are used to handle constraints, particularly for hanging points.
The "super-elastic" effect, where springs elongate excessively, is a major issue in the model. This effect is avoided by applying dynamic inverse procedures to limit the deformation rate of springs. The method uses a critical deformation rate to control the elongation of springs, ensuring realistic deformation without increasing the algorithm's cost significantly. The results show that this approach effectively reduces unrealistic deformations and improves the realism of cloth simulation.
The model is tested on various scenarios, including a hanging sheet and a flag in strong wind. The results demonstrate that the new method achieves realistic deformation with lower computational cost compared to traditional elastic models. The method is also effective for other cloth types, such as flags and sails, and can be applied to a wide range of cloth simulations. The paper concludes that the proposed method provides a realistic and efficient way to simulate cloth behavior, contributing to the development of more realistic cloth animation in computer graphics.