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Cloth and fabric

GPU cloth simulation technology demo: a gusty canvas flag, a scallop-pinned silk banner, a velvet curtain with a pendulum ball swinging through it, and a linen tablecloth draping over a sphere — all Verlet + constraint physics on compute shaders, rendered through a two-sided fabric shader with procedural weave and sheen.

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Cloth and fabric

A technology demo of real-time GPU cloth simulation in Zero.

Exhibits

  • Canvas flag — pinned along the pole, banded dye, strong gusty wind with form-drag response.
  • Silk banner — scallop-pinned to a frame, gradient dye, low-roughness fabric with a cool grazing sheen.
  • Velvet curtain — a pendulum ball swings through it every few seconds; the ball is mirrored into the simulation as a live sphere collider, so the cloth hooks, carries, and releases.
  • Linen tablecloth — checkered sheet that free-falls onto a display sphere, drapes with contact friction, and re-drops on a timer via a GPU-side grid reset.

Technology

  • cloth module: any number of cloth sheets in one shared GPU particle domain — Verlet integration, 11 Jacobi constraint iterations per frame (structural / shear / bend springs), pin presets, per-cloth wind + friction + sphere/ground colliders. Grids (re)initialize analytically on the GPU; the CPU never uploads particle data.
  • Three compute passes (cloth_step, cloth_constrain, cloth_vertices) write each cloth's mesh vertex buffer directly — positions, smooth normals, and procedural pattern colours (bands / checker / gradient / border) — rendered as one live mesh per cloth.
  • fabric_surface shader: two-sided PBR lit from the viewer-facing normal, per-vertex pattern colour, procedural thread weave, and a grazing-angle sheen term configured into four materials (canvas, silk, velvet, linen).

Enter play mode to run the simulation.

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