A wrap deformer test on a terribly crude cloth simulation. The results look pretty decent for such a crude simulation. This concept when applied on a real animated project can possibly save a ton of computational time.
Another great advantage is that it overcomes the problem of simulation a clothing with thickness which tend to penetrate itself and gets pretty difficult to tweak. In this solution, the 0 thickness geometry drives a geometry with considerable thickness but because it was simulated at 0 thickness, it omits the problem of self-colliding geometry walls.
It’s difficult to explain in words, but perhaps some of you will get what I mean.