I implement several cloth solvers(explicit Euler, implicit Euler, PBD) for comparison and render the final result with real-time physically-based shading(the same method in Unreal 4) using pure OpenGL.
I implement several cloth solvers(explicit Euler, implicit Euler, PBD) for comparison and render the final result with real-time physically-based shading(the same method in Unreal 4) using pure OpenGL.