Usage of cloth simulation throughout history changed from the early 70s when it was used in standard industries such as textile, film and fashion.
Today, usage and research is focused on visualization and new technologies such as virtual reality, augmented reality and video games.
Most resources in this research field are dedicated to improving the speed of simulation and achieving a more realistic look and behaviour.
In this thesis, we explore already existing methods and models for simulating cloth.
Then, we present the architecture of the graphical processing unit, its characteristics and how they are used to speed up cloth simulation.
We also delineate and implement the Verlet integration method which is used for calculating the positions of particles in the spring-mass model.
Lastly, we grade its performance and compare it to two open-source implementations in Blender and NVidia NvCloth.
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