EG 2017 - Short Papers
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Browsing EG 2017 - Short Papers by Subject "I.3.5 [Computer Graphics]"
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Item Geometric Modeling of Multi-Material Printed Objects(The Eurographics Association, 2017) Brochu, Tyson; Schmidt, Ryan; Adrien Peytavie and Carles BoschWe introduce a set of tools for interactive modeling of multi-material objects. We use non-manifold surface meshes to define complex objects, which can have multiple connected solid regions of different materials. Our suite of tools can create and edit non-manifold surfaces, while maintaining a consistent labeling of distinct regions. We also introduce a technique for generating approximate material gradients, using a set of thin layers with varying material properties. We demonstrate our approaches by printing physical objects with a multi-material printer.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.