BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:Asia/Tokyo
X-LIC-LOCATION:Asia/Tokyo
BEGIN:STANDARD
TZOFFSETFROM:+0900
TZOFFSETTO:+0900
TZNAME:JST
DTSTART:18871231T000000
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
DTSTAMP:20260817T171533Z
LOCATION:Hall B7 (1)\, B Block\, Level 7
DTSTART;TZID=Asia/Tokyo:20241205T093400
DTEND;TZID=Asia/Tokyo:20241205T094600
UID:siggraphasia_SIGGRAPH Asia 2024_sess126_papers_155@linklings.com
SUMMARY:Efficient GPU Cloth Simulation with Non-distance Barriers and Subs
 pace Reuse
DESCRIPTION:Lei Lan, Zixuan Lu, Jingyi Long, and Chun Yuan (University of 
 Utah); Xuan Li (University of California Los Angeles); Xiaowei He (Institu
 te of software, Chinese Academy of Sciences); Huamin Wang (Style3D Researc
 h); Chenfanfu Jiang (University of California Los Angeles); and Yin Yang (
 University of Utah)\n\nThis paper pushes the performance of cloth simulati
 on, making the simulation interactive even for high-resolution garment mod
 els while keeping every triangle untangled. The penetration-free guarantee
  is inspired by the interior point method, which converts the inequality c
 onstraints to barrier potentials. We propose a major overhaul of this moda
 lity within the projective dynamics framework by leveraging an adaptive we
 ighting mechanism inspired by barrier formulation. This approach does not 
 depend on the distance between mesh primitives, but on the virtual life sp
 an of a collision event and thus keeps all the vertices within feasible re
 gion. Such a non-distance barrier model allows a new way to integrate coll
 ision resolution into the simulation pipeline. Another contributor to the 
 performance boost comes from the subspace reuse strategy. This is based on
  the observation that low-frequency strain propagation is near orthogonal 
 to the deformation induced by collisions or self-collisions, often of high
  frequency. Subspace reuse then takes care of low-frequency residuals, whi
 le high-frequency residuals can also be effectively smoothed by GPU-based 
 iterative solvers. We show that our method outperforms existing fast cloth
  simulators by at least one order while producing high-quality animations 
 of high-resolution models.\n\nRegistration Category: Full Access, Full Acc
 ess Supporter\n\nLanguage Format: English Language\n\nSession Chair: Paul 
 Kry (McGill University)\n\n
URL:https://asia.siggraph.org/2024/program/?id=papers_155&sess=sess126
END:VEVENT
END:VCALENDAR
