Cloth Simulation for Video Games

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.

Annalena Ulschmid is a PhD Student in the Research Unit of Computer Graphics, at the Technical University Vienna. Her research interests lie in the areas of physically-based rendering and simulation, in particular for participating media, as well as denoising techniques and statisics. She received her Bachelor’s and Master’s degree in “Informatics: Games Engineering” at the TU Munich. Since 2022, she also teaches the courses “Physically-based Simulation” and “GPU-based Simulation” at the FH Salzburg.

MartinCloth Simulation for Video Games