Live data from Hacker News

Cloth Simulation

oimo.io

31–40 of 46 posts

Re: Cloth Simulation

#31
post #7

Earlier quoted context omitted.

Nocturne (1999) was the first real use of cloth physics I saw in a game.

I remember Thief (1998) as having curtains that moved while hiding behind them.

Incredible that that was only 2 years after Quake, itself an astonishing advancement on the state of the art.

Re: Cloth Simulation

#33

Playing with 3DS Max 5 in high school was such a “portal to the future” feeling. I loved the physics and cloth sims. But come to think of it… has anyone ever seen a cloth simulation where the cloth can be more realistically rolled up or knotted, twisted, or otherwise doing things requiring a sense of volume and mass?

Straight from the oven (paper from SIGGRAPH 2023): "Multi-Layer Thick Shells" ( https://youtube.com/watch?v=z1Wc5DvC2Wk ) Extends the FEM model to accommodate for thick shell-like structures, like yoga mats, leather, and wrinkles on matrices. Also you might want to check out the IPC papers (particularily C-IPC, since you said you're interested in cloth: https://www.youtube.com/watch?v=jvBSDXxsgRA ). A new class of si…

> though computation time is still an issue

This is what I got hung up on. I was doing some independent research on real-time cloth simulation for sailboats and I reached the conclusion that the physically accurate techniques are not real-time. I was looking at simulating tensions applied at specific vertices of the sail, the stiffness of the cloth, wind pressures, etc... and I gave up on finding anything that was doing it in real-time.

Am I wrong? Or is there a SIGGRAPH paper I haven't found yet :P

Re: Cloth Simulation

#34

Seems like no collision is detected if you move the ball through the cloth fast enough.

Classic problem. Was/is also a problem with UK speed cameras IIRC. I think it was Top Gear that figured out if you drive something like 500 mph then it wouldn't register you speeding.

Re: Cloth Simulation

#37

Nice. How long until I can scan my body with my iPhone and then try on virtual clothes so I can buy them if they fit me?

My tailor did that the other day to make me a suit. He had a dark room with a scanner. It’s a different situation from what you want, but in principle I could use my 3D avatar as you say.

Re: Cloth Simulation

#38

Earlier quoted context omitted.

Straight from the oven (paper from SIGGRAPH 2023): "Multi-Layer Thick Shells" ( https://youtube.com/watch?v=z1Wc5DvC2Wk ) Extends the FEM model to accommodate for thick shell-like structures, like yoga mats, leather, and wrinkles on matrices. Also you might want to check out the IPC papers (particularily C-IPC, since you said you're interested in cloth: https://www.youtube.com/watch?v=jvBSDXxsgRA ). A new class of si…

> though computation time is still an issue This is what I got hung up on. I was doing some independent research on real-time cloth simulation for sailboats and I reached the conclusion that the physically accurate techniques are not real-time. I was looking at simulating tensions applied at specific vertices of the sail, the stiffness of the cloth, wind pressures, etc... and I gave up on finding anything that was do…

Have you looked into Small Step XPBD (introduced in the paper "Small Steps in Physics Simulation ")? It's the most efficient nonlinear dynamics integrator/solver I've come across, and luckily one of the simplest, too! (Keeping in mind that simplest nonlinear solver is a relative metric.) I've been able to simulate very stiff materials like bone by updating the sim at 6000 steps/second. The exact number of steps/second you'll need will depend on both the desired spatial resolution and physical accuracy of your sails, but I wouldn't be surprised if 6000 steps/second is more than sufficient. And computers are fast enough where you could simulate quite a few large, detailed sails at that rate in realtime.

Re: Cloth Simulation

#39

Earlier quoted context omitted.

> though computation time is still an issue This is what I got hung up on. I was doing some independent research on real-time cloth simulation for sailboats and I reached the conclusion that the physically accurate techniques are not real-time. I was looking at simulating tensions applied at specific vertices of the sail, the stiffness of the cloth, wind pressures, etc... and I gave up on finding anything that was do…

Have you looked into Small Step XPBD (introduced in the paper "Small Steps in Physics Simulation ")? It's the most efficient nonlinear dynamics integrator/solver I've come across, and luckily one of the simplest, too! (Keeping in mind that simplest nonlinear solver is a relative metric.) I've been able to simulate very stiff materials like bone by updating the sim at 6000 steps/second. The exact number of steps/secon…

Thanks for that link, I had not seen this paper before. I will add this to the backlog of things to try!

Re: Cloth Simulation

#40

Playing with 3DS Max 5 in high school was such a “portal to the future” feeling. I loved the physics and cloth sims. But come to think of it… has anyone ever seen a cloth simulation where the cloth can be more realistically rolled up or knotted, twisted, or otherwise doing things requiring a sense of volume and mass?

Back when I was at Pixar, I remember hearing a lot about the cloth sims for Brave (2012). The clothing was heavily layered, with each layer adding volume. Here's one public article:

https://pixartimes.com/2012/04/09/close-up-the-amazing-desig...

"To achieve the mass of Fergus' kilt, the drape going across his chest has eight layers of cloth folded over and interacting with each other and other garments. The left, right and back sides of the drape have six layers each."

In motion:

https://www.youtube.com/watch?v=T1SBjAuMN6A

See also:

https://www.creativebloq.com/making-pixars-brave-8123080

Post reply on HN