For this project, I created a cloth simulator featuring realtime simulation and collisions. I used spring models, mass models, concepts of bending constraints, varying collisions systems, and lots of selfcollision and deformation constraints. I learned a lot about struggling to understand these kinematicstyle problems, e.g. external forces and spring correction forces. Hooke's Law, Provot 1995, and Verlet integration were all interesting concepts to apply and see visual results to! Overall, this project has involved the most physics I've used since high school.
To implement the mass and spring model as from lecture, I followed the spec to create constrained pointmass grids.



After implementing the many mathematical requirements of part 2, we can finally test our cloth simulation. In the screenshots below, we can observe the effects of changing many various parameters of our cloth simulation regarding spring mechanics and forces.
ks
appears to have effect on the elasticity of the cloth, which makes sense
given it relates to the spring constant in our computations.density
seems to effect the gravitational impact, a low density sinks and declines less, resulting
in a barely sinking, smoother structure, compared to our high density photo.damping
effects the boyancy of the springiness of our cloth simulation. Dropping the damping to
less than half of default resulted in very tubulent physics as the cloth took a long time to settle and balance out.




In this stage of the project, we got realistic collisions and cloth hanging physics implemented with a sphere and a plane.
We can interestingly see how (as expected) a low ks results in a droopier cloth, i.e., less spring resistance. Conversely, a high ks results in a very stiff drape, representative of strong elasticity and spring forces. It interestingly still has some strong folds, although much fewer of them.




After implementing selfcollision handling, we can see that clipping no longer occurs with our cloth object.
This is due to building a strong hash function for 3D point handling and creating a spatial map to avoid clipping.
Some interesting evaluations follows:
density
, at a shallow glance is (similar, but not identical to) the inverse of ks
.
density
lessens the effects of forces of gravity, thus our cloth can fall smoother and less violently.
ks
weakens the springyaction and elasticity of our cloth, resulting in it crumpling more as it nears its final state. Conversely, increasing the ks
results in a smoother, springier cloth.










out_color
, as we modify in the project.BlinnPhong
shading model combines ambient light, diffuse light, and specular light all to create a realistic, dynamic lighting scenario.





