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cgi-2020-geneva-switzerland-october-20-23-2020-proceedings-nadia-
Series ISSN: 2469-4215
STUYCK
Synthesis Lectures on Visual Computing
Computer Graphics, Animation, Computational Photography and Imaging
Physics-based animation is commonplace in animated feature films and even special effects for
Graphics
most virtual characters (hopefully!) wear some sort of clothing.
The focus of this book is physics-based cloth simulation. We start by providing
background information and discuss a range of applications. This book provides explanations of
multiple cloth simulation techniques. More specifically, we start with the most simple explicitly
integrated mass-spring model and gradually work our way up to more complex and commonly
used implicitly integrated continuum techniques in state-of-the-art implementations. We give
an intuitive explanation of the techniques and give additional information on how to efficiently
implement them on a computer.
This book discusses explicit and implicit integration schemes for cloth simulation
modeled with mass-spring systems. In addition to this simple model, we explain the more
advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin
[1998]. This method is commonly used in industry.
We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast
simulations. In addition to these simulation approaches, we discuss how cloth simulations can
be art directed for stylized animations based on the work of Wojan et al. [2016]. Controllability
is an essential component of a feature animation film production pipeline. We conclude by Tuur Stuyck
pointing the reader to more advanced techniques.
About SYNTHESIS
This volume is a printed version of a work that appears in the Synthesis Digital Library of Engineering
and Computer Science. Synthesis books provide concise, original presentations of important research
and development topics, published quickly, in digital and print formats.
Stochastic Partial Differential Equations for Computer Vision with Uncertain Data
Tobias Preusser, Robert M. Kirby, and Torben Pätz
2017
iii
Heterogeneous Spatial Data: Fusion, Modeling, and Analysis for GIS Applications
Giuseppe Patanè and Michela Spagnuolo
2016
Efficient Quadrature Rules for Illumination Integrals: From Quasi Monte Carlo to
Bayesian Monte Carlo
Ricardo Marques, Christian Bouville, Luís Paulo Santos, and Kadi Bouatouch
2015
Rethinking Quaternions
Ron Goldman
2010
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in
any form or by any means—electronic, mechanical, photocopy, recording, or any other except for brief quotations
in printed reviews, without the prior permission of the publisher.
DOI 10.2200/S00867ED1V01Y201807VCP032
Lecture #32
Series Editor: Brian A. Barsky, University of California, Berkeley
Series ISSN
Print 2469-4215 Electronic 2469-4223
Cloth Simulation for
Computer Graphics
Tuur Stuyck
M
&C Morgan & cLaypool publishers
ABSTRACT
Physics-based animation is commonplace in animated feature films and even special effects for
live-action movies. Think about a recent movie and there will be some sort of special effects such
as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most
virtual characters (hopefully!) wear some sort of clothing.
The focus of this book is physics-based cloth simulation. We start by providing back-
ground information and discuss a range of applications. This book provides explanations of
multiple cloth simulation techniques. More specifically, we start with the most simple explicitly
integrated mass-spring model and gradually work our way up to more complex and commonly
used implicitly integrated continuum techniques in state-of-the-art implementations. We give
an intuitive explanation of the techniques and give additional information on how to efficiently
implement them on a computer.
This book discusses explicit and implicit integration schemes for cloth simulation modeled
with mass-spring systems. In addition to this simple model, we explain the more advanced
continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998].
This method is commonly used in industry.
We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast
simulations. In addition to these simulation approaches, we discuss how cloth simulations can be
art directed for stylized animations based on the work of Wojtan et al. [2006]. Controllability is
an essential component of a feature animation film production pipeline. We conclude by pointing
the reader to more advanced techniques.
KEYWORDS
physics-based simulation, cloth simulation, computer graphics, explicit integration,
implicit integration, adjoint optimization
ix
Contents
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Physics-Based Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Applications of Cloth Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.1 Offline Simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.2 Real-Time Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Cloth Simulation Pipeline in Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3.1 Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3.2 Software Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3.3 Simulation in Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 History of Cloth Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Overview of This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.6 Intended Audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.7 Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2 Cloth Representation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.1 Triangles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.2 Particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.3 Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.3.1 Frames and Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3 Explicit Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.2 Explicit Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.3 Stability Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.3.1 Test Equation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.3.2 Explicit Euler Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.4 Adaptive Time Stepping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
3.5 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
x
4 Mass-Spring Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.2 Computing Masses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.3 Computing Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.3.1 Energy Minimization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.3.2 Spring Potential Energy and Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.3.3 Spring Damping Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.4 Putting It All Together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.5 Tearable Cloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.6 Other Mass-Spring Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.6.1 Hair Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.6.2 Soft Body Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5 Implicit Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.2 Backward Euler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.2.1 Linearization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.3 Stability Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.4 Spring Forces and Their Derivatives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5.5 Block Compressed Row Storage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
5.5.1 Matrix-Vector Multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
5.6 Adding Velocity Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
5.7 Solving the Linear System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5.7.1 Preconditioning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
5.8 Position Alterations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
5.9 A Quick Note on Stability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
5.10 Alternative Integration Schemes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
5.11 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
11 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
A Vector Calculus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Preface
This book has grown from a desire to make cloth simulation more accessible to people new to
the field. It is the hope that this book serves as a good practical guide to bring you up to speed
to allow you to implement your own cloth simulator and produce visually pleasing results.
The literature on cloth simulation is very vast and new work is published every year. The
intention of this book is not to cover all the topics but rather that this tutorial will provide a
solid understanding of the basics so that you will more easily understand technical papers that
build upon these foundations.
Tuur Stuyck
July 2018
xv
Acknowledgments
I would like to thank Amanda Ha for proofreading this book and for supporting me throughout
the process. Emilee Chen, thank you for motivating me to start working on this manuscript. I
thank Toon Stuyck, Dries Verhees, Nathan Waters, and Erik Englesson for providing me with
valuable feedback during the writing of this book.
Special thanks to Donald House, David Eberle, Witawat Rungjiratananon, and Armin
Samii for their insightful comments.
This book wouldn’t have come to fruition without the support of my family and the people
at Morgan & Claypool publishing. Thank you!
David Eberle and Kurt Fleischer, thank you for being inspiring mentors and great friends.
Tuur Stuyck
July 2018
1
CHAPTER 1
Introduction
Making a feature-length computer-animated movie costs millions of U.S. Dollars and takes
several years of planning, script writing, visual development, and eventually modeling and an-
imation on a computer. The computer graphics community is pushed forward by solving the
challenges artists are faced with during the development of new movies. One of these research
areas is physics-based animation where engineers and researchers use physics and math to make
beautiful animations of natural phenomena.
• Offline simulations are computed, tweaked, and post processed before being rendered on
screen. The artist has time to run multiple simulations with different settings in order to
find the desired results. These methods typically target high believability and controllabil-
ity.
• Real-time simulations involve computing the simulation dynamics at runtime. This will
allow the simulation to interactively react to user input and changes in the virtual envi-
ronment. This type of simulations have very limited computation time available to them
and are commonly implemented on GPU hardware. Real-time simulation algorithms are
required to be fast and stable.
1.3.1 RESEARCH
It all starts with research scientists, academics, and engineers developing new simulation models.
These are frequently published in computer graphics journals and presented at conferences such
as SIGGRAPH, SIGGRAPH ASIA, and EUROGRAPHICS, among others. Every newly pub-
lished paper presents some significant improvement over previous methods. Research typically
happens in academic institutes such as universities or in research labs in industry.
Academic research is essential but papers often only show results on sandboxed examples
that aren’t necessarily as complex as real production scenes. This isn’t a bad thing since the papers
needs to show validation of the method which is often a very specific aspect of cloth simulation.
4 1. INTRODUCTION
1.3.2 SOFTWARE DEVELOPMENT
The next step in the process is making the scientific work more robust for use in production or
commercial software. This type of work is frequently described with professional titles such as
research engineer or simulation developer. The job often involves integrating new methods into
existing legacy codebases that many people use and depend on. As well as improving robustness
by handling numerous edge-cases and unforeseen use-cases.
Academic work often makes certain assumptions such as intersection-free animation or
manifold meshes. These assumptions are definitely not guaranteed in production and violations
need to be resolved in the codebase. Additionally, new techniques often require user input such
that custom interfaces need to be implemented to expose these features to the user. The soft-
ware team should work closely with their users, the artists. They are additionally tasked with
implementing feature requests and fixing bugs and improving the overall pipeline.
Another big focus of engineers is to obtain the best efficiency possible. Artists use the
software on a daily basis and require fast turnaround times so that they can quickly iterate on
their work. Having idle artists waiting for simulations to finish is frustrating for all parties in-
volved. Not just that, simulations consume computing resources that are often shared with other
departments such as the rendering department. You won’t be making any friends with other de-
partments when your simulations are hogging all the machines on the render farm.
Some sections will be labeled Beyond the Basics. This indicates that understanding
this section is not essential for creating a working cloth simulator. These sections provide
more advanced information.
4 http://graphics.berkeley.edu/resources/GarmentLibrary/index.html
9
CHAPTER 2
Cloth Representation
While this popular saying might be true, we’ll try to present you with an understandable
explanation.
So you want to learn more about physically based simulation of cloth? That’s great! Let’s
start with the basics. We are assuming you know a little bit about computer graphics already so
this chapter will be a very quick overview.
2.1 TRIANGLES
One way to represent geometry on a computer is by using triangles. A single triangle is pretty
boring but by combining many triangles into a triangle mesh we have the capability to create
astonishingly complex geometrical shapes. Just think about all the special effects you see in
movies and video games these days. Almost indistinguishable from real life, except, in real life,
things don’t blow up as easily as in the movies.
An example of a virtual garment is shown in Figure 2.1. The dress is made up of numerous
small triangles. The right figure shows the wireframe of these triangles. The garment has a natural
drape over the body of the virtual character thanks to physically based cloth simulation. The
garment reacts to external forces such as gravity or wind and moves with the character due to
collisions with the body.
A triangle is made up of three vertices or particles, connected by edges. These terms can
be used interchangeably in most settings. Have a look at Figure 2.2 to see what this looks like,
particles are shown in red and the triangle is shown in grey. Having a gorgeous 3D model is pretty
neat, but you know what’s even neater. Having it move! That’s what physics-based simulation is
all about.
Cloth is a continuous material but in what follows we will work with a discrete particle
representation, this will become more clear later in the tutorial. For now, just blindly trust us.
10 2. CLOTH REPRESENTATION
Figure 2.1: The dress has a natural drape on the body of the character thanks to physically based
cloth simulation. The garment is made up of multiple triangles which are shown using a black
wireframe overlay in the right image. The cloth model and textures were obtained from user
mnphmnmn on turbosquid: https://www.turbosquid.com/Search/Artists/mnphmnmn.
2.2. PARTICLES 11
x1
x0
v1
v0
z
x2
x v2
y
Figure 2.2: A triangle is made up of three particles or vertices with positions xi shown in red
and velocities vi shown in blue.
2.2 PARTICLES
A particle i is defined by a 3D position xi 2 R3 and velocity vi 2 R3 . The combination of par-
ticle position and velocity is also referred to as the particle state qi D hxi ; vi i. The positions and
velocities of the particles will change over time because they have to obey the physical laws that
describe the material properties. For cloth, this means that it won’t stretch too much but it might
shear and bend, creating folds pretty easily. As you know, a wool sweater behaves differently
from a linen shirt. This is described by the material model.
We can group all the positions and velocities of the entire particle system with N particles
with positions and velocities xi , vi 2 R3 in a single long vector x 2 R3N and v 2 R3N
2 3 2 3
x0x v0x
6 x0y 7 6 v0y 7
6 7 6 7
6 7 6 7
6 x0z 7 6 v0z 7
6 :: 7 6 :: 7
xD6
6 :
7;
7 vD6
6 :
7:
7 (2.1)
6 7 6 7
6xN 1x 7 6vN 1x 7
6 7 6 7
4xN 1y 5 4vN 1y 5
xN 1z vN 1z
We can store the triangle meshes using a few different data structures. The most straight-
forward way is to store the particle positions and velocities in separate arrays that can be indexed
using the unique and unchanging particle index i . Triangles are then represented using a list
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no pronouns, as one author, Colden, stated fifty years ago;
and whether they are defective in the prepositions, as this
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J. McDONNELL.
XXIII.
XXIV.
INTRODUCTORY NOTE.
Sault Ste. Marie, May 31, 1823.
Sir: In order to answer your inquiries, I have improved my
leisure hours, during the part of the summer following our
arrival here (6th July last), and the entire winter and spring, in
examining the words and forms of expression of the Chippewa,
or (as the Indians pronounce it) Odjibwa, tongue. I have
found, as I anticipated, my most efficient aid, in this inquiry, in
Mr. Johnston, and the several members of his intelligent
family; my public interpreter being too unprecise and
profoundly ignorant of the rules of grammar to be of much use
in the investigation. Mr. Johnston, as you are aware, perhaps,
came from the north of Ireland, where his connections are
highly respectable, during the first term of General
Washington's administration. He brought letters from high
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time, fascinating pursuit, and visited Michilimackinac.
Circumstances determined him to fix his residence at St.
Mary's, where he has resided, making frequent visits to
Montreal and Great Britain, about thirty years. His children
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literature, and the whole family are familiar with the Indian.
Without such proficient aid, I should have labored against
serious impediments at every step; and, with them, I have
found the inquiry, in a philological point of view, involved in
many, and some of them insuperable difficulties. The results I
communicate to you, rather as an earnest of what may be
hereafter done in this matter, than as completely fulfilling
inquiries which it would require Horne Tooke himself, with the
aid of the Bodleian library, to unravel.
With respect, &c.,
HENRY R. SCHOOLCRAFT.
His Excellency Gov. Lewis Cass.
XXV.
APPENDIX
No. 2.
THE EXPEDITION TO ITASCA LAKE IN 1832.
SYNOPSIS.
1. INDIAN LANGUAGES
2. NATURAL HISTORY.
V. Zoology.
1. Limits of the Range of the Cervus Sylvestris in the
Northwestern parts of the United States. By Henry R.
Schoolcraft.—Northwest Journal.
2. Description of the Fringilia Vespertina, discovered
by Mr. Schoolcraft in the Northwest. By William Cooper.—
Annals of the New York Lyceum of Natural History.
3. A list of Shells collected by Mr. Schoolcraft during
his Expedition to the Sources of the Mississippi in 1832.
By William Cooper.
VI. Botany.
1. List of Species and Localities of Plants collected
during the Exploratory Expeditions of Mr. Schoolcraft in
1831 and 1832. By Douglass Houghton, M. D., Surgeon to
said Expeditions.
VII. Mineralogy and Geology.
1. A Report on the Existence of Deposits of Copper
in the Trap Rocks of Upper Michigan. By Dr. Douglass
Houghton.
2. Remarks on the Occurrence of Native Silver, and
the Ores of Silver, in the Stratification of the Basins of
Lakes Huron and Superior. By Henry R. Schoolcraft.
3. A General Summary of the Localities of Minerals
observed in the Northwest. By Henry R. Schoolcraft.
4. Geological Outlines of the Valley of Takwymenon
in the Basin of Lake Superior. By Henry R. Schoolcraft.
5. Suggestions respecting the Geological Epoch of
the Deposit of Red Sandstone of St. Mary's Falls,
Michigan. By Henry R. Schoolcraft.
3. INDIAN TRIBES.
INDIAN LANGUAGES
I.
Observations on the Grammatical Structure and Flexibility of
the Odjibwa Substantive. [270]
Inquiry 1.
Animate Plural.
a.
a Chippewa. Odjibwaig, Chippewas.
Odjibwâi,
e. Ojee, a Fly. Oj-eeg, Flies.
Our
Our father, Kosenân-
i. Kosénan, fathers,
(in.) ig,
(in.)
o. Ahmô, a Bee. Ahm-ôg, Bees.
u. Ais, a Schell. Ais-ug, Shells.
Inanimate Plural.
a.
Fire. Ishkôdain, Fires.
Ishkôdai,
Wadôp-
e. Wadôp, Alder. Alders.
een,
Adetaig-
i. Adetaig, Fruit. Fruits.
in,
o. Nôdin, Wind. Nôdin-ôn, Winds.
u. Meen, Berry. Meen-un, Berries.
Where a noun terminates with a vowel in the singular, the
addition of the g, or n,shows at once, both the plural and the
gender. In other instances, as in peenai, a partridge—seebi, a
river—it requires a consonant to precede the plural vowel, in
conformity with a rule previously stated. Thus, peenai, is
rendered peenai-wug—and seebi, seebi-wun. Where the noun
singular terminates in the broad, instead of the long sound of
a, as in ogimâ, a chief, ishpatinâ, a hill, the plural is ogim-ag,
ishpatinân. But these are mere modifications of two of the
above forms, and are by no means entitled to be considered as
additional plurals.
Comparatively few substances are without number. The
following may be enumerated:—
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