Real-Time Cloth Simulation in Extended Reality: Comparative Study Between Unity Cloth Model and Position-Based Dynamics Model with GPU

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초록

This study proposes a GPU-accelerated Position-Based Dynamics (PBD) system for realistic and interactive cloth simulation in Extended Reality (XR) environments, and comprehensively evaluates its performance and functional capabilities on standalone XR devices, such as the Meta Quest 3. To overcome the limitations of traditional CPU-based physics simulations, we designed and optimized highly parallelized algorithms utilizing Unity's Compute Shader framework. The proposed system achieves real-time performance by implementing efficient collision detection and response handling with complex environmental meshes (RoomMesh) and dynamic hand meshes (HandMesh), as well as capsule colliders based on hand skeleton tracking (OVRSkeleton). Performance evaluations were conducted for both single-sided and double-sided cloth configurations across multiple resolutions. At a 32 x 32 resolution, both configurations maintained stable frame rates of approximately 72 FPS. At a 64 x 64 resolution, the single-sided cloth achieved around 65 FPS, while the double-sided configuration recorded approximately 40 FPS, demonstrating scalable quality adaptation depending on application requirements. Functionally, the GPU-PBD system significantly surpasses Unity's built-in Cloth component by supporting double-sided cloth rendering, fine-grained constraint control, complex mesh-based collision handling, and real-time interaction with both hand meshes and capsule colliders. These capabilities enable immersive and physically plausible XR experiences, including natural cloth draping, grasping, and deformation behaviors during user interactions. The technical advantages of the proposed system suggest strong applicability in various XR fields, such as virtual clothing fitting, medical training simulations, educational content, and interactive art installations. Future work will focus on extending the framework to general deformable body simulation, incorporating advanced material modeling, self-collision response, and dynamic cutting simulation, thereby enhancing both realism and scalability in XR environments.

키워드

cloth simulationPosition-Based DynamicsGPU accelerationmixed realityCompute Shaderreal-time physicsenvironmental mesh collisionhand interactionspatial computingMeta Quest
제목
Real-Time Cloth Simulation in Extended Reality: Comparative Study Between Unity Cloth Model and Position-Based Dynamics Model with GPU
저자
Kim, TaeheonMa, JunHong, Min
DOI
10.3390/app15126611
발행일
2025-06
유형
Article
저널명
APPLIED SCIENCES-BASEL
15
12