Multi-Resolution Collision Handling for Cloth-like Simulations
We present a novel multi-resolution algorithm for simulation of complex cloth-like deforming meshes. Our algorithm precomputes a multiresolution hierarchy by using a combination of “chromatic decomposition”  and polygonal simplification of the underlying mesh. At run-time we selectively refine or coarsen the mesh based on the collision proximity of the mesh primitives with non-adjacent primitives. Our algorithm handles all kind of contacts, including self collisions among mesh primitives. The multi-resolution hierarchy is used to compute simplification of contact manifolds and to accelerate collision detection and response computations. We have implemented our algorithm on a high-end PC and applied it to complex simulations with tens of thousands of polygons. In practice, our algorithm is able to achieve interactive performance, while maintaining good visual fidelity.
Benchmark I A simulation sequence taken from a jumping virtual human simulation.
Close proximity wrinkles appear on the pants (10K tris), as the character squats.
Benchmark II A simulation sequence taken from the opening
curtain (33K tris) simulation.
Benchmark III A simulation sequence taken from the cloth (33K tris) draping simulation.
Close proximity wrinkles appear as the cloth drapes over the bunny.
Collision Handling for Cloth-like Simulations, Proc. of
Computer Animation and Social Agents 2005 and the special issue of
Computer Animation and Virtual World 2005
CB #3175, Department of Computer Science
University of North Carolina
Chapel Hill, NC 27599-3175