Real-Time Cloth Simulation for Hula Costume CAD Development
Taketo Kamasaka1, Kodai Miyamoto2, Makoto Sakamoto3

1Taketo Kamasaka*, Faculty of Engineering, Miyazaki University, Miyazaki, Japan.
2Kodai Miyamoto, Faculty of Engineering, Miyazaki University, Miyazaki, Japan.
3Makoto Sakamoto, Faculty of Engineering, Miyazaki University, Miyazaki, Japan.
Manuscript received on September 02, 2021. | Revised Manuscript received on September 08, 2021. | Manuscript published on September 30, 2021. | PP: 85-89 | Volume-10, Issue-3, September 2021. | Retrieval Number: 100.1/ijrte.C64340910321 | DOI: 10.35940/ijrte.C6434.0910321
Open Access | Ethics and Policies | Cite | Mendeley
© The Authors. Published By: Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC BY-NC-ND license (

Abstract: In recent years, 3D computer graphics (3DCG) technology has been applied in various fields such as AR technology, VR technology, movies, games, and virtual fitting of clothes. Among them, there is the problem of contact between clothing and other objects (such as the body). In this paper, we focus on that problem. Since this research is part of the development of CAD for the design of hula costumes, and since we assume that the users of the CAD will have PCs with not very high performance, we took an approach that does not require a large amount of computation. As a representation of the cloth, we used a mass-spring model in which springs and mass points are connected in a grid. We also compared how the three methods of calculating position and velocity, Euler method, FB Euler method, and Runge-Kutta method, affect the simulation results.
Keywords: Cloth Simulation, Collision Detection, Computer Graphics, Mass-Spring Model