ABSTRACT

Physically based cloth animation has been a problem of interest to the graphics community since the mid-1980s [3, 4, 5, 14, 15, 16, 19, 20]. Although specific details of the approaches taken by the various groups working on this problem vary (underlying representations, numerical solution methods, collision detection and constraint methods, etc.), there is a deep commonality amongst all the approaches: physically based cloth simulation is formulated as a time-varying partial differential equation, which, after discretization, is solved numerically as an ordinary differential equation, () https://www.w3.org/1998/Math/MathML"> x ¨ = M − 1 − ∂ E ∂ x + F . https://s3-euw1-ap-pe-df-pch-content-public-p.s3.eu-west-1.amazonaws.com/9780429065095/654692cc-6f03-4d35-b228-93a565acace3/content/eq325.tif" xmlns:xlink="https://www.w3.org/1999/xlink"/>