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Author's Biography
by Tuur Stuyck, Brian A. Barsky
Cloth Simulation for Computer Graphics
Preface
Acknowledgments
Introduction
Physics-Based Animation
Applications of Cloth Simulation
Offline Simulations
Real-Time Simulation
Cloth Simulation Pipeline in Animation
Research
Software Development
Simulation in Production
History of Cloth Simulation
Overview of This Book
Intended Audience
Getting Started
Cloth Representation
Triangles
Particles
Forces
Frames and Steps
Explicit Integration
Introduction
Explicit Integration
Stability Analysis
Test Equation
Explicit Euler Analysis
Adaptive Time Stepping
Conclusion
Mass-Spring Models
Introduction
Computing Masses
Computing Forces
Energy Minimization
Spring Potential Energy and Force
Spring Damping Force
Putting It All Together
Tearable Cloth
Other Mass-Spring Applications
Hair Simulation
Soft Body Dynamics
Conclusion
Implicit Integration
Introduction
Backward Euler
Linearization
Stability Analysis
Spring Forces and Their Derivatives
Block Compressed Row Storage
Matrix-Vector Multiplication
Adding Velocity Constraints
Solving the Linear System
Preconditioning
Position Alterations
A Quick Note on Stability
Alternative Integration Schemes
Conclusion
Simulation as an Optimization Problem
Introduction
Notation
Reformulating the Problem
Solving the Nonlinear Actuations
Local-Global Alternation Problem Formulation
Solving Time Integration Using Local-Global Alternation
Local Step
Global Step
Conclusion
Continuum Approach to Cloth
Introduction
Cloth Rest Shape
Computing Forces and their Derivatives
Damping Forces
Stretch Forces (1/2)
Stretch Forces (2/2)
Shear Forces
Bend Forces
Conclusion
Controlling Cloth Simulations
Introduction
Control Problem Formulation
The Goal Function
Tuning the Goal Function
Minimizing the Goal Function
Adjoint State Computation
Updating Control Forces
Creating Keyframes
Conclusion
Collision Detection and Response
Introduction
Collision Detection
Bounding Volume Hierarchies
Basic Primitive Tests
Collision Response
Cloth-Cloth Collision Response
Object-Cloth Collision Response
Discussion
Further Reading
Conclusion
What's Next
Real-Time Applications
Subspace Cloth Simulation
Alternative Cloth Models
Art Directing Cloth
Cloth Rendering
Conclusions
Vector Calculus
Bibliography (1/2)
Bibliography (2/2)
Author's Biography
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