This is a GPU-based cloth simulator implemented by CUDA. The algorithm is based on ARCSim.
- Changed exporting to include obstacles.
- Introduced a new command line flag (--no-export-obstacles) to disable the export of obstacle data during simulations.
- Improved the naming convention for saved frame files, making it more intuitive and easier to manage.
- Adjusted the replay function to accommodate the new naming convention.
For example, I used this plugin to bring the OBJs into Blender 3.6.
0001-0250.webm
- OpenGL
- GLAD (already in lib directory)
- GLFW
- jsoncpp
- Eigen
- CUDA
Note: If you're using Windows, vspkg is recommended to install dependencies.
Run the following command in this directory:
mkdir build
cd build
cmake ..
make all
The simulator has 5 different modes. All the command mentioned should be run in this directory. Drop the --gpu parameter if you want CPU simulation.
Simulate and display according to a configuration file.
Note: Currently, the simulate mode is not working due to an OpenGL issue.
./build/ClothSimulator simulate [config_file] --gpu
For example:
./build/ClothSimulator simulate conf/sphere.json --gpu
Similar to simulate mode, but will save cloth mesh for every frame to output directory. You can also disable obstacle data export with the '--no-export-obstacles' flag.
./build/ClothSimulator simulate_offline [config_file] [output_dir] --gpu [--no-export-obstacles]
For example:
./build/ClothSimulator simulate_offline conf/sphere.json output/sphere --gpu [--no-export-obstacles]
Resume and display a halted offline simulation.
./build/ClothSimulator resume [output_dir] --gpu
Similar to resume mode, but will save cloth mesh for every frame to output directory. You can also disable obstacle data export with the '--no-export-obstacles' flag.
./build/ClothSimulator resume_offline [output_dir] --gpu [--no-export-obstacles]
Replay simulation result according to a output directiry. This mode has no GPU mode.
./build/ClothSimulator replay [output_dir]
If you find any problems, feel free to raise an Issue or to contribute with a Pull Request!
I am not the author of this code, I just made modifications. Full credits go to the original authors. The original GPU accelerated code can be found here.
If you use this code for a publication, make sure to cite the following papers:
Rahul Narain, Armin Samii, and James F. O'Brien. "Adaptive Anisotropic Remeshing for Cloth Simulation". ACM Transactions on Graphics, 31(6):147:1–10, November 2012. Proceedings of ACM SIGGRAPH Asia 2012, Singapore.
Rahul Narain, Tobias Pfaff, and James F. O'Brien. "Folding and Crumpling Adaptive Sheets". ACM Transactions on Graphics, 32(4):51:1–8, July 2013. Proceedings of ACM SIGGRAPH 2013, Anaheim.
Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, and James F. O'Brien. "Adaptive Tearing and Cracking of Thin Sheets". ACM Transactions on Graphics, 33(4):110:1–9, July 2014. Proceedings of ACM SIGGRAPH 2014, Vancouver.
Here are some offline results:



