Rodriguez-Navarro, JavierSainz, MiguelSusin, AntonioJohn Dingliana and Fabio Ganovelli2015-07-192015-07-192005https://doi.org/10.2312/egs.20051030In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions when the humanoid is moving. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.Fast Body-Cloth simulation with moving humanoids10.2312/egs.2005103085-88