Self-collision detection and resolution for cloth is one of the most challenging tasks in physics-based animation. This is because cloth can very easily get tangled in itself, a state from which it is hard to recover. This session will introduce EA's method of simulating cloth self collision using predictive contacts, enabling the EA team to simulate large time steps with only a single sweep of collision detection. This makes it possible to use self-collision to fix troublesome areas on simulated character clothing, or to simulate new kinds of clothing that were not possible before, for only a few milliseconds per frame on a single CPU thread.