GPU Based cloth simulation with Moving Humanoids

In this paper we present a new real-time cloth simulation. The usual bottleneck in cloth simulation is collision detection, which becomes more difficult to solve, with good frame rates, when a complex geometry, like a human body, is involved. Recent collision image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our case we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.

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