"Interactive Animation of Cloth-Like Objects for Virtual Reality" - Mathieu Desbrun, Mark Meye, Alan H. Barr Summary This is a chapter out of the book "Cloth Modeling and Animation". In this chapter, they address the problem of interactive animation of deformable objects in virtual reality systems. Problem Solved The problem that they solve is that both speed of animation and stability of the deformable system regardless of the action of the user are important Method They base their solution on the implicit integration solution of Baraff and Witkin, but instead of setting up the system of linear equations and solving it each step, they divide the force from a spring into 2 parts, a linear and a non-linear part. Key Ideas This paper provides a method for doing cloth simulation with the large time steps allowed when using implicit integration, while maintaining a low computation cost per step. The key idea in this is the dividing of the spring force into a linear component and a non-linear component, then pre-computing the filter matrix based on only the linear portion of the spring force, and assuming that the non linear component is constant and applying a post-correction of angular momentum. Contributions A system for simulating cloth in real time in a manner that is robust. In 1999 this was able to simulate a piece of cloth with up to 800 masses in real time. I imagine that today a signifigantly larger piece of cloth would be possible. Questions I wonder how this compares to the semi-implicit integration techniques.