The Cloth Simulation Project
In the “Realistic Simulation” module, I’ve learnt many technologies of realistic simulation, such as flocking system and cloth simulation.
Finally, I produced a Cloth Simulation program as the module assignment. It uses OpenGL as renderer, written in C++.
Anyway, the cloth simulation project was built on the engine which I produced on Games Engineering module. The video frames captured by the engine itself.
Programming: C++ with Visual Studio 2010.
Engine: YGE Engine (produced on Games Engineering module)
SDK Used: OpenGL, SDL, FreeImage
The Cloth: Rendered as triangles in 2 colours (Black and Dark Red) with 65% alpha; Has 30*50=1500 particles connected with 11524 springs.
Algorithm: I used a lazy algorithm (modified from Euler) to optimise the performance. It balanced between realistic quality and performance.
Real time rendering: 1280*720@32bpp windowed, 600+ fps on my iMac (3.06GHz, ATI Redeon HD 4670, 8GB Memory)
Video Encoding: After Effects CS5
Video Editing: iMovie
Video Music: GarageBand
I have uploaded the video to Vimeo (720p HD available):
…and also in YouTube (720p HD available):
Here are the video in high definition and lower definition in my site:
Cloth Simulation in high quality (1280 x 720 HD, 16.9 MB)
Cloth Simulation in low quality (960 x 540, 8.8 MB)
(they were encoded in H.264, if your cannot play it on your computer, you might try to download the encoder from http://www.h264info.com/downloads.html)