Annalena Ulschmid
TU Wien
SAT morning
In this workshop you will learn about physically-based simulation in the context of cloth simulation. Using Unity3D we will start by implementing a simple force-based mass spring system. We will talk about real-time and offline numerical integration methods and their stability, different sources of forces, as well as collision detection and response. Lastly, we will implement a position-based cloth simulator using the XPBD algorithm again in Unity.
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Cloth Simulation for Video Games