Wouldn't it be better to put efforts in geopattern instead, which has way more uses?
If I have to choose between Geopattern and this tech to be implemented first, I'd definitely go for Geopattern because it is way more versatile indeed! It is not limited to fabrics so the cloth shader is not the priority TBH.
But you'll still need much more effort with Geopattern rather than this tech tho, just because you have to model the pattern by hand. What's more, Geopattern is useful for small repetitive cloth patches but as far as the yarn pattern is not consistent on the full mesh, it's another story. The real benefit of this is its procedural nature. You can reproduce patterns in no time.
Here is a small example (patterns don't match between examples but anyway, you got the idea):
Build the pattern with the pattern editor :
And you're done! This pattern will be used by the shader to build the yarns structure :
Then, each yarn will be replaced by a fully simulated fiber model with both dense fibers and flyaway fibers (those ones create the fuzziness). And you get control over a few other parameters :
That would be the ultimate cloth solution which is a tedious part in CGI since a long long time.