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Untangling cloth. (simulation).(Brief Article)

Computer Graphics World

| August 01, 2003 | LoPiccolo, Phil | COPYRIGHT 2003 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

One of the biggest snags in computer animation has been to simulate how clothing bunches up and then relaxes again, as when a character's elbow bends or arm moves across the front of the body. The problem with conventional cloth-simulation techniques is that during such motions, fabric becomes sandwiched in areas where it intersects with the body and itself, and it gets pulled, stretched, and tangled. As a result, it can flutter, wiggle, and appear jagged. And then, when the body parts separate, it can remain pinched and tangled instead of falling loosely and naturally back to its original shape.

To avoid these problems, David Baraff, Andrew Witkin, and Michael Kass of Pixar Animation Studios have devised two cloth-collision algorithms described last month at SIGGRAPH in a paper titled "Untangling Cloth." The first is called collision ...

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