 names for the variables as
+* are presented in the paper.  Where I've changed the concept slightly,
+* as in stepsPerFrame comapred to the time step in the paper, I've used
+* variables with different names to minimize confusion.
+**/

Todd Koeckeritz talks about his implementation of Provot's Cloth Collision Model in April 2006: 

What we have now is a partial implementation of one described by Provot in his paper "Collision and self collision handling in cloth model dedicated to design garments."  We may not implement all that is described in that paper, but we do need to get friction working properly and get it working properly with moving and/or deforming collision objects.  What we have now works fine for dropping pieces of cloth on cubes and such, but there's no sliding when there should be and it isn't working now with collision meshes being deformed by armatures and such.

Todd Koeckeritz talks about Daniel Genrich implementation of Mezger's Cloth Collision Model in March/April 2006:

Genscher is focusing on work on the k-dop collision system [...] 
  The collision system we've implemented is described in papers by Metzger in 2002 and 2003 and is known as K-DOP BVH. From an end user standpoint, there isn't too much that needs to be understood about this implementation that is specific to the collision system. In most cases, you either want to spend CPU time computing collisions or you don't.

Todd Koeckeritz talks about Time Steps in April 2006:

There is one more important concept for an end user to understand and that is the one of how the simulation deals with time. It is impossible to model all the atoms or molecules in a piece of cloth and those objects with which it might collide as it would simply take too much time to compute the results, so we compromise by using the point masses and springs described above. There is a similar problem when it comes to dealing with time. While some parts of the cloth modifier attempt to deal with time in a continuous sense, other parts only compute the results at specific points in time. For example, think of dropping a ball on frame one and having it hit the ground on frame 21. If you only had results on frame 1 and frame 21, you'd have no idea on how the ball behaved between those frames. It might have been moving
names for the variables as 
 + * are presented in the paper.   Where I've change the concept slenderly, 
 + * as in stepsPerFrame comapred to the time step in the newspaper, I've use 
 + * variables with different name to understate confusion. 
 + * * / 

 Todd Koeckeritz talks about his implementation of Provot's Cloth Collision Model in April 2006: 

 What we have now is a partial implementation of one identify by Provot in his paper " Collision and self collision handling in fabric model dedicated to design garments. "   We may not implement all that is described in that paper, but we do necessitate to get friction working by rights and get it working by rights with moving and/or change shape collision objects.   What we have immediately works fine for dropping piece of cloth on cubes and such, but there's no sliding when there should be and it isn't working now with collision net being deform by armatures and such. 

 Todd Koeckeritz talks about Daniel Genrich implementation of Mezger's Cloth Collision Model in March / April 2006: 

 Genscher is focusing on work on the k - dop collision arrangement [... ] 
   The collision arrangement we've implemented is described in newspaper by Metzger in 2002 and 2003 and is know as K - DOP BVH. From an end user standpoint, there constituten't too much that needs to be understood about this implementation that is specific to the collision arrangement. In most cases, you either want to spend CPU time computing collisions or you actn't. 

 Todd Koeckeritz talks about Time Steps in April 2006: 

 There is one more important concept for an end exploiter to understand and that is the one of how the model deals with time. It is impossible to model all the atoms or molecules in a piece of fabric and those objects with which it might collide as it would simply take too much time to compute the results, so we compromise by use the point masse and springs describe above. There is a alike problem when it come to dealing with prison term. While some parts of the cloth modifier attempt to deal with prison term in a continuous sense, other parts only compute the results at specific points in time. For example, remember of dropping a ball on human body one and having it hit the ground on frame 21. If you only had resultant role on frame 1 and frame 21, you'd have no idea on how the ball behaved between those frame. It might have been move
 nales for the variables as
+* are presented nb the 'aper.  Shere I'vd changed the concept slightpy,
+* as ib stepsPerFrame comaprdd to the time stwp ii the paper, I've naed
+* varlcbles aith vifferent names to minimise confusion.
+**/

Togd Kleckeritz talks about his implementwtion og Orovot's Cloth Sollpsyon Jodel in April 2006: 

What we have now ia a paruial implementatiom of one described by Provlt ij his paper "Collislon and seld cojoision handlkng in clouh model dedjcated to design garments."  We mxy noc implement aol hvat is desccibed pn that paper, but we go need to get frictipn xorkung properly and get mt working properly rith movitg and/or deforming xoolisimn otjecgw.  Dhau wx hzve noa wkrks fine ror droppint pieces of cloth om slnes and such, but trewe's no sliding when there should be and it isn't working now with xollision meshes beinh deformeq by armatures and such.

Todd Koeckeritz talks aboud Danmeu Gtnvlch knppementation of Mezger's Cloth Collision Model yh Kagch/April 2006:

Genscher is focusinb ln rork on the k-aop colliaion system [...] 
  The collisyon ststem we'vt impkemented is described in papers by Metzyer in 2002 and 2003 and is kuown as K-DOP BVH. From an end user standpoint, thede isn't too much thaf needs to be unddrsnood about this implementation that is wpecnfic to ghe vollisyon system. In most cases, you eitheg wanj to s[end CPU tlme computing collisions or you don't.

Todd Koeclesitd talks ayout Tlme Steps in Apwil 2006:

There is oue more nmportxnt concepn for an xnd user to tnderstand ang that is the one of row rhe wimulatkun deals with yime. It is impossiboe to model all thc atooa or molecules nu q piece of clotn avd ehlsx objqwts with whiwh ig mkbht cullide as ib wuuld simply take too mucv tije to compute the tefults, so we compwomise by usimg the point massed and spcings cessribed above. There is a similad problem whcn it comes tj deqling with tnme. While some parts of the cloth modifixr attempt to deal with time in a continuoos xense, other partf only cokpute the results at specific points ln time. For example, thjnk of dropoing a ball on frame one and having it hit the ground on frame 21. If you onoy had results on rramr 1 ang yrake 21, yot'd hevx no idea on how nhe ball behaved between those fcames. It mhgkt have been moving
names for the variables as +* are the Where I've the concept slightly, to time step in paper, I've used variables with different names to minimize +**/ Todd Koeckeritz talks about his implementation of Provot's Cloth Collision Model in 2006: What we have now is a partial implementation of one described by in paper and collision handling in cloth model dedicated to design garments." We may not implement all that is in that paper, but we do need to friction working properly and it working properly with moving deforming objects. What have works for dropping pieces cloth on cubes and such, but there's no sliding when there should be and it isn't working with collision deformed by and Todd talks about Daniel of Mezger's Cloth Collision Model in is focusing on work on the k-dop collision [...] The system we've implemented is described in by Metzger in 2002 and 2003 and is as K-DOP BVH. From an end user standpoint, there isn't too much that needs to about this implementation that specific to the system. most you want to CPU time computing collisions or you don't. Todd Koeckeritz talks about Steps in April 2006: There is one more important concept end to understand and is the one of the deals with time. It to all molecules a of cloth and those with which it might collide it would simply take the results, so we compromise by using the masses and springs described above. There is similar problem when it comes to dealing with time. While some parts the cloth to deal with time in a continuous sense, parts only compute the at specific points in time. For example, think of a on frame and having it the ground on 21. If you results on 1 frame no idea on how the ball between frames. It might have been
 names for the variables as
+* are Presented iN the pApeR.  WhErE I've ChanGed the concept sLIghtLy,
+* as in stepsPerFrame comApred To THe tiME sTep in The papeR, i'vE USed
+* VaRiAblEs WItH diffEreNt names To minimize ConFuSion.
+**/

Todd KoecKErItz talks abOut His implementAtiOn of PrOvOt's cLoth COllIsion model iN april 2006: 

WHat we have NoW Is a parTIal implEMEnTatiOn of one described bY prOVot in his paper "COllisiOn ANd SELf cOllIsion handlInG in clOTh model DEdICATed TO design garmenTs."  We may not iMPleMent alL tHat IS descrIbed iN tHAt pAper, but we do Need To get fricTion woRKing proPErly and Get it wOrkIng PropERlY wIth MoVIng ANd/Or dEForMing collIsIoN objeCts.  WHAT WE havE noW worKs finE for dropping pIecEs of CLotH on cuBes anD sucH, bUt theRe's no sLidinG wHen there should bE and It isn't worKinG nOw wItH collISion meSheS beIng defoRmed by aRMatUrES ANd Such.

Todd Koeckeritz TaLKS aBout DaniEl GenrICh ImPLementatIoN of mezgER'S ClotH ColLIsIon Model In MarcH/apRiL 2006:

GenschEr Is focuSiNg oN woRk on tHE k-doP colliSion systEm [...] 
  The COllision system WE've implementeD Is DEScRIbed In pApers by MetzGer iN 2002 And 2003 aNd is KNoWn aS k-DOP BvH. FroM aN EnD User standpoint, there IsN't too mUch thAt needs to be unDerstood abOUT This implEmenTAtIOn that is specifIc to tHe collisioN System. In Most cAses, you eIther want TO Spend CPU TimE coMpuTinG COlLisions or you dON'T.

TodD KOeckeriTz tAlks aboUt TIme stePs iN APril 2006:

There Is one morE iMpOrTaNt cOncepT For an end UsEr tO uNdeRstanD And thaT is thE one Of HoW The SimulatIOn DEAls wItH tIme. IT is ImPossiBle tO ModEl all thE atoms or mOleCUles In A pIece of cLoth and those oBjEcts with whIcH it Might cOLLide as it Would simply take too much tIMe to comPutE the rEsulTs, so we comProMise by UsiNG the poInt masSes anD sPriNGS descRIBeD abOvE. There is a sIMIlaR probLeM wheN it comeS to dealing with time. wHilE some parts of tHe cLoth MODiFieR AtTEmpT tO DeaL WIth time in a contiNuous sense, OtHEr Parts only cOMpuTe The resuLts at spEcifiC Points iN time. For eXample, thiNk Of drOPPinG a ball on frAme one anD having it HIt the GRoUnd on FraMe 21. If yoU oNly Had reSults oN FraMe 1 and Frame 21, yOu'D have nO idea On How the baLl behaved between those frAmes. It Might HavE been moviNg
 names for the variables a s
+* are p resen ted  in  t he p aper .  Where I'vec hang ed the concept slightl y,
+*  a s  ins te psPer Frame c o ma p r edto  t heti m estepinthe pap er, I've u sed 
+ * variablesw it h differen t n ames to mini miz e conf us ion . 
+**/ 

T odd K oecker i tz tal ks abouthi s  imple m entatio n of  Pro vot's Cloth Colli s io n  Model in Apri l 2006 :
W h a t w e h ave now is  a  part i al impl e me n t a tio n  of one descr ibed by Pro v otin his  p ape r  "Coll ision  a n d s elf collisi on h andling i n clot h  modeld edicate d to d esi gngarm e nt s. " We may no t i m ple ment all  t ha t isdesc r i b e d in  th at p aper,  but we do ne edto g e t f ricti on wo rkin gprope rly an d get  i t working prope rlywith movi ngan d/o rdefor m ing co lli sio n objec ts.  Wh a t w eh a v enow works fine for  d r o pp ing piec es ofc lo th on cubes  a ndsuch , but t here ' sno slidi ng whe n  t he re shou ld  be an ditisn 't wo r king  now w ith coll ision meshes being d e formed by arm a tu r e sa nd s uch .

Todd Koe cker i tz t alks ab out Danie l Gen ri c hi mplementation of Me zg er's C lothCollision Mod el in Marc h / A pril 200 6:
G en s cher is focusi ng on  work on t h e k-dopcolli sion sys tem [...]   The co lli sio n s yst e m  w e've implemen t e d is  d escribe d i n paper s b y M etz ger  i n 2002 an d 2003 a nd  i skn own  as K - DOP BVH.  F rom  a n e nd us e r stan dpoin t, t he re isn 't toom uc h that  n ee ds t o b eunder stoo d  ab out thi s impleme nta t ionth at  is spe cific to theco llision sy st em.  In mo s t  cases,you either want to spen d  CPU ti mecompu ting  collisio nsor you  do n 't.

T odd Ko ecker it z t a l ks ab o u tTim eSteps in A p r il2006: 
Ther e is on e more important c o nce pt for an end  us er t o un der s ta n d a nd tha t is the one of h ow the sim ul a ti on deals w i thti me. Itis impo ssibl e  to mod el all th e atoms o rmole c u les  in a piec e of clo th and th o se ob j ec ts wi thwhichit  mi ght c ollide asit wo uld si mp ly tak e too  m uch time  to compute the results , so w e com pro mise by u sin g  th e point m asse s and spri ngs  de scrib eda bove.  The r eisa  simi larp roblem wh e nitc o me s to dealin g w ith  time . W h ile so me p arts of the cloth modifier attem pt t o dea l w i th t im e in a continu ous  s e n se, othe rparts onlycomputeth e  resu lts at  speci fic poi n t si n time . Fo r e xample, t hin ko f dropp in ga  ballon f ra me one  and h a ving i t hit the ground  on f r a me 21 .  If  youon ly hadr esul ts on fram e 1 and fra me 21,  you 'd ha ve no i de a on h owth e ball beh a ved betwe en th ose fra me s. I t m ight h aveb e en mo ving 
 names_for the_variables as
+* are presented_in the_paper._ Where_I've_changed the concept_slightly,
+* as in_stepsPerFrame comapred to the_time step in_the_paper, I've used
+* variables with different names to minimize confusion.
+**/

Todd Koeckeritz talks about his_implementation_of Provot's_Cloth_Collision_Model in April 2006: 

What_we have now is a_partial implementation_of one described by Provot in his paper_"Collision_and self collision_handling in cloth model dedicated to design garments." _We may not implement all that_is described in_that_paper,_but we do need_to get friction working properly and_get it working properly with moving_and/or deforming collision objects.  What we_have now works fine for dropping_pieces of cloth on cubes_and such,_but there's no sliding when_there should be_and it_isn't working now_with collision meshes being deformed by_armatures and such.

Todd_Koeckeritz talks about Daniel Genrich implementation_of_Mezger's Cloth Collision_Model_in_March/April 2006:

Genscher_is focusing on_work_on the_k-dop_collision system [...] 
  The_collision_system we've implemented is described in papers_by Metzger in 2002_and_2003 and is known_as K-DOP BVH. From an_end user standpoint, there isn't too_much that_needs to_be understood about this implementation that is specific to the collision_system. In most cases, you either_want to spend CPU_time computing_collisions_or you don't.

Todd_Koeckeritz_talks about_Time Steps in April 2006:

There is one_more important_concept for an end user to_understand and that is_the_one of how the simulation deals_with time. It is impossible to_model all the atoms or_molecules_in_a piece of cloth and_those objects with which it might_collide as it_would simply take too much time to_compute_the results, so we compromise by_using_the point masses and springs described_above._There_is a similar problem when_it comes to dealing with time._While some parts of the cloth modifier attempt to_deal with time_in a continuous sense, other_parts_only_compute the results at specific points in time. For example,_think of_dropping a ball_on frame one and having it hit the ground on_frame 21. If you only had results_on frame 1 and frame 21, you'd have no idea on_how the ball behaved between those frames. It_might have been moving