I made a cloth simulation using c++. It uses implicit backward euler integration and continuous collision detection for cloth-object and cloth self-collision. Strain limiting was used to simulate inextensible cloth. BVH/AABB was implemented to avoid n^2 collision checking. Rendering was done in Maya using AnimOBJ(http://code.google.com/p/animobj
) which is made by myself as well.
Below is a link to the short video.http://www.youtube.com/watch?v=YVhD2d2wWHU
I am currently trying to implement global collision treatment methods based on papers below.
If you have some experience with global collision treatment, please share your idea with me. I implemented the second one (volume preserving impulses) and have some problem with convergence. I believe the matrix is not really definite and need to use GMRES. I am using conjugate gradient now.
Also the first paper is somehow confusing.