Introduction
I-Cloth is provided as a C++ API for fast and reliable cloth simulation. GPU (with CUDA) is used for acceleration. I-Cloth is mainly developed by Min Tang during his research on GPU-based cloth simulation. The API files including header files and lib/dll files for windows 64-bits platform. We also provide an example application to demonstrate how to use the API.
API Package (v0.2, updated 2018/10/11) (PDF 92.8 MB)
For password, write to tang_m@zju.edu.cn, with title "I-Cloth 0.2 password", please provide your name, affiliation, and purpose. Tested on GeForce GTX 1080, 1080Ti, 1060 (with 6G memory), Tesla K40c. Require at least 6G GPU memory.
PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs Accurate Self-Collision Detection Using Enhanced Dual-Cone Method Efficient BVH-based Collision Detection Scheme with Ordering and Restructuring CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation
A GPU-based Streaming Algorithm for High-Resolution Cloth Simulation
UNC dynamic model benchmark repository
Collision-Streams: Fast GPU-based Collision Detection for Deformable Models
Fast Continuous Collision Detection using Deforming Non-Penetration
Filters
MCCD: Multi-Core Collision Detection between
Deformable Models using Front-Based Decomposition
Fast Collision Detection for
Deformable Models using Representative-Triangles
DeformCD: Collision Detection
between Deforming Objects
Self-CCD: Continuous Collision
Detection for Deforming Objects
Interactive Collision Detection
between Deformable Models using Chromatic Decomposition
Fast Proximity Computation Among
Deformable Models using Discrete Voronoi Diagrams
CULLIDE: Interactive Collision
Detection between Complex Models using Graphics Hardware
RCULLIDE: Fast and Reliable
Collision Culling using Graphics Processors
Quick-CULLIDE: Efficient Inter-
and Intra-Object Collision Culling using Graphics Hardware
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