This study adopts a particle systems approach to simulate the non-isotropic properties of fabrics by applying basic geometric methods in deriving separate relationships between geometric coordinates and strain, strain energy and stress. Unlike in previous studies, this approach can be used in irregular triangular mesh models, and can deal with large deformations to simulate a high degree of fabric softness. The simulation process involves loading a digital mannequin along with a digital version of the clothing, a clothing patch grid, simulated stitching, a draping simulation, and collision detection and handling. Finally, we used OpenGL library and C++ coding to simulate different styles of clothing in order to verify the feasibility of the theory.
All Science Journal Classification (ASJC) codes
- Computational Mechanics
- Computer Graphics and Computer-Aided Design
- Computational Mathematics