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Parachute Pants and Denim Dresses: Taking Real-Time Cloth Beyond Curtains
Price $5.95
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SKU GDC-05-081
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Parachute Pants and Denim Dresses: Taking Real-Time Cloth Beyond Curtains,
3931

Programming, Lecture

Andrew Meggs
Lead Technology Programmer, Mythic Entertainment
For Activision's Vampire: The Masquerade, a cloth system was added to Valve's Source Engine to simulate the flowing clothing appropriate to the genre. This lecture covers the details of that system as well as lessons learned from implementing it in a production art pipeline. A basic Verlet-integration system is introduced, and then extended to specific topics such as: attaching cloth to animated characters so the interface looks good, collision techniques for body parts, avoiding self-intersection, simulating different material properties, wind and air currents, keeping the simulation good when the animation is bad, using dynamic normal maps for wrinkles smaller than the mesh, and level-of-detail transitions on the cloth mesh. Situations where cloth isn't appropriate, such as certain hairstyles, are also covered, along with alternative techniques to use. Finally, optimizations at the algorithmic level to reduce the number of iterations, and an efficient way to calculate tangent vectors on a dynamic mesh, round out the talk.

Attendees leave with the knowledge to implement a clothing system that's capable of simulating various material types on animated characters, with enough robustness to work in a shipping game.

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