50 layers of cloth (246K vertices and 475K triangles) are dropped onto a cylinder, then slide to the ground. The average/maximum computation time per time step is 0.21/0.55s on the CPU and 6.3/11.5ms on an NVIDIA RTX 4090 GPU.
We present a novel contact model, termed Offset Geometric Contact (OGC), for guaranteed penetration-free simulation of codimensional objects with minimal computational overhead. Our method is based on constructing a volumetric shape by offsetting each face along its normal direction, ensuring orthogonal contact forces, thus allows large contact radius without artifacts. We compute vertex-specific displacement bounds to guarantee penetration-free simulation, which improves convergence and avoids the need for expensive continuous collision detection. Our method relies solely on massively parallel local operations, avoiding global synchronization and enabling efficient GPU implementation. Experiments demonstrate real-time, large-scale simulations with performance more than two orders of magnitude faster than prior methods while maintaining consistent computational budgets.
A twisted square cloth with 40K vertices and 79.2K faces, each side measuring 1 meter, rotated by half a circle. The simulation is conducted using both the IPC and OGC models, with a fixed contact radius of 5 mm. This relatively large contact radius leads to artifacts with contact model of IPC.