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Homogenized Yarn Level Cloth in OpenGL and C++

The document proposes a method for simulating yarn-level cloth using homogenized models that can capture properties like stretching and bending anisotropy. It accelerates yarn-level simulations using periodic boundaries and GPU relaxation, allowing interactive performance. The method fits a continuum model to compute homogenized responses without expensive equipment. It compares results to brute force simulations and is an order of magnitude faster on moderate scales.

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Sabir Muhammad
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100% found this document useful (1 vote)
89 views

Homogenized Yarn Level Cloth in OpenGL and C++

The document proposes a method for simulating yarn-level cloth using homogenized models that can capture properties like stretching and bending anisotropy. It accelerates yarn-level simulations using periodic boundaries and GPU relaxation, allowing interactive performance. The method fits a continuum model to compute homogenized responses without expensive equipment. It compares results to brute force simulations and is an order of magnitude faster on moderate scales.

Uploaded by

Sabir Muhammad
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Homogenized Yarn Level Cloth in OpenGL and C++

In the given paper it proposes a method for computing homogenized models capable of
simulating yarn-level effects in a thin-shell cloth solver. Through homogenization of a non-
linear shell, we are able to com- pute homogenized responses of periodic yarn patterns to
macroscale deformations. We can then fit a regularized continuum model with- out the need
for expensive measurement equipment. We compare our results with brute force simulations
for multiple patterns on a series of stretching and draping tests. Our method is able to capture
the rich properties of knitted fabric such as general stretching and bending anisotropy,
including Poisson’s ratio, while being an order of magnitude faster even on moderate scales.

The Algorithm using OpenGL and C++

To achieve the interactive performance for notoriously slow yarn level simulations we can
use two acceleration schemes as
o Yarn level periodic boundary
o GPU Relaxation

Computing Methodology : Physical simulation

The periodic boundary conditions make enable the restricted simulations of only small
periodic patches exploiting the spatial repetition of many cloth patterns in cardinal direction.
The highly parallel GPU solver for efficient yarn-level simulation of the small patch.
Together these two accelerations can enable orders-of-magnitude speed-ups over prior yarn-
level simulation implementations, and enable interactive yarn-level pattern design.
We can allow the user to control how much yarn material is allocated to the pattern. The
pattern can be describe by using image base and text base methods.

GPU base simulation of Yarn Cloth

The simulator is a GPU-based implementation of a yarn-level cloth model heavily influenced


by Kaldor et al.[2008]. We use a similar physical model and integration techniques, with
some key differences for performance reasons:
o Replaced inextensibility constraint projection with an inextensibility penalty energy to
reduce solver complexity andimprove parallelism.
o Used a Spatial Hashing technique for contact detection (in-stead of a BVH tree) for
GPU performance.
o Use adaptive timestep restriction to avoid yarn pull-throughwhile ensuring large steps
for relaxation

The user interface is OpenGL visualization of the current pattern and a number of user
controls for driving the pattern exploration. These can be as simulation , visualization and
pattern material allocation parameters. The code implementation will be written in C+
+,CUDA and OpenGL.

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