EG 2017 - Short Papers
Permanent URI for this collection
Browse
Browsing EG 2017 - Short Papers by Subject "Computational Geometry and Object Modeling"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item Phong Tessellation and PN Polygons for Polygonal Models(The Eurographics Association, 2017) Hettinga, Gerben J.; Kosinka, Jiri; Adrien Peytavie and Carles BoschWe extend Phong tessellation and point normal (PN) triangles from the original triangular setting to arbitrary polygons by use of generalised barycentric coordinates and S-patches. In addition, a generalisation of the associated quadratic normal field is given as well as a simple algorithm for evaluating the polygonal extensions for a polygon with vertex normals on the GPU.Item Physically-based Muscles and Fibers Modeling from Superficial Patches(The Eurographics Association, 2017) Turchet, Fabio; Fryazinov, Oleg; Schvartzman, Sara C.; Adrien Peytavie and Carles BoschWe propose a novel approach for the generation of volumetric muscle primitives and their associated fiber field, suitable for simulation in computer animation. Muscles are notoriously difficult to sculpt because of their complex shapes and fiber architecture, therefore often requiring trained artists to render anatomical details. Moreover, physics simulation requires these geometries to be modeled in an intersection-free rest state and to have a spatially-varying fiber field to support contraction with anisotropic material models. Inspired by the principles of computational design, we satisfy these requirements by generating muscle primitives automatically, complete with tendons and fiber fields, using physics based simulation of inflatable 3D patches which are user-defined on the external mesh of a character.