We present an approach to simulating detailed cloth in real-time using an adaptive edge-based mesh, by enhancing its usability and performance. We show how simple seaming can be used to combine multiple adaptive meshes into garments, accomplished with the use of discontinuous material co-ordinates. Performance is improved by decoupling the mesh adaption and simulation steps, allowing efficient data structures to be exploited for the simulation and collision detection. Greater memory efficiency is achieved by pre-allocating a pool of memory to be used by any mesh at any hierarchical level. The collision detection process is integrated into the edge-based adaption technique, enabling a garment to be coarsened and refined repeatedly, such that no new vertices are created inside of the object in collision. Our technique is illustrated for a 67k triangle character wearing a T-shirt adaptively refined to 6k triangles in real-time.
|Number of pages||8|
|Journal||Journal of WSCG|
|Publication status||Published - 2010|