Better cloth through unbiased strain limiting and physics-aware subdivision

The ongoing challenge of cloth simulation in both interactive applications and film (where animators generally use iterative design, rerunning a simulation many times with different parameters) is speed. Current methods to allow large time steps do not have guarantees on stability and/or consistency with respect to physical parameters; we correct this with a new unbiased strain limiting scheme which is order and mesh independent. We also propose a physics-aware subdivision scheme which adds missing wrinkle and fold detail to coarse mesh simulations in a quasi-static way, making the use of faster and more easilycontrolled coarse meshes more practical.

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