The reason I wanted to read this paper was because I wasn't fully satisfied by the weird way Baraff and Witkins decided to handle collisions. This paper introduces some nice ideas. The use of repulsions to avoid collisions seems to be a really good idea. This is the idea I like the most in this paper. There are several other nice ideas, including using a hierarchical structure to detect collisions, which reduces the complexity of finding collisions from O(n^2) to O(n lg(n)) (I think). Another nice idea is turning problematic areas into rigid objects! When there are just so many collisions in one area that there is no way to handle them, we just turn them to a rigid object and call it a day. This is one of those weird ideas that just work. I would have loved to see an example of what things look like at the moment they do this. Aside from collisions, there are some other nice ideas in the paper, like using subdivision to add more realism to the scene, integrating friction into their model and limiting the the amount of change on each triangle per frame to 10%. It was a nice read, even though I get the feeling that there is no systematic approach to cloth simulation. I just had the impression that it is chaos, and every author just does whatever they want!