Garment Simulation and Collision Detection on a Mobile Device
This paper describes several techniques for accelerating a virtual try-on garment simulation on a mobile device (smartphone or tablet) using parallel computing on a multicore CPU, GPU computing or both depending on the mobile hardware. The system exploits a mass-spring cloth model with velocity modification approach to overcome the super-elasticity. The simulation starts from flat garment pattern meshes positioned around a 3D human body, then seaming forces are applied on the edges of the panels until the garment is seamed and several cloth draping steps are performed in the end. The cloth-body collision detection and response algorithm is based on image-space interference tests and the cloth-cloth collision detection uses entirely GPU based approach on the newer hardware or recursive parallel algorithm on the CPU. As the results section shows the average time of dressing a virtual body with a garment on a modern smart phone supporting OpenGL ES2.0 is 2 seconds and on a tablet supporting OpenGL ES3.0 or 3.1 is less than one second.