1. We plan to implement cloth simulation using a mass spring method using several different methods of integration, explicit, implicit and semi-implicit. In addition we plan to learn about the history as well as the state of the art of cloth animation in order to present that information to our classmates. 2. Implement a basic cloth simulation using point masses and springs, using the different available methods for integration and providing a comparison of the results using the different methods. 3. We expect our project to be a simple simulation of cloth, possibly just hanging, and possibly interacting with spheres and or cubes. We will write our own integration code and may look for existing code to solve linear systems. 4. In addition to doing implementation work as part of this project, we also propose to bring ourselves up to date on what the recent topics in cloth simulation are. A good second project might be implementing a more recent technique that we have some hope of expanding upon. 5. Our plan of attack is to first create and or find the pieces necessary for cloth simulation (write our own numerical integrators, find code to solve linear systems, and come up with a good representation for our cloth, both for simulation and for rendering) After this it will be a matter of putting these pieces together. 6. Readings - These are not entirely flushed out but we will read the ones listed and more. David Baraff. Andrew Witkin. Michael Kass. - Untangling cloth paper Choi paper Robert Bridson and R. Fedkiw - both "Robust treatment of collisions, contact and friction for cloth animation" and "Simulation of clothing with folds and wrinkles" We also have a texbook on cloth animation that we plan to read. Another paper will be the web hunting exercise of determining what is going on with cloth in the gaming world. lds