Interactive Real Time Cloth Simulation with Adaptive Level of Detail
2009-11-19 by Olof Häggström
When simulating physics for computer games much effort is put into making the simulation run fast and stable without losing the visual performance. This thesis present a way of simulating many cloth objects on screen with a total cpu-time of 1ms per frame at 30hz. The core simulation is position based, the positions of the particles are constrained, and the mesh has the ability to change its level of detail making the simulation run much faster when many objects are visible. This method can be extended to arbitrary triangle meshes but here only rectangular meshes are used. Despite that little effort has been put into conservation of physical properties such as energy and momentum the output from the simulation is highly convincing. The work was done at EA Digital Illusion CE and the method met their demands for simulating cloth in their in-house game engine.