3 research outputs found

    Computer graphics simulation of natural mummification by desiccation

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    © 2020 The Authors. Computer Animation and Virtual Worlds published by John Wiley & Sons, Ltd. Organic bodies are subject to internal processes after death, causing significant structural, and optical changes. Mummification by desiccation leads to volume shrinkage, skin wrinkling, and discoloration. We propose a method to simulate the process of mummification by desiccation and its effects on the corpse's morphology and appearance. The mummifying body is represented by a layered model consisting of a tetrahedral mesh, representing the volume, plus a high resolution triangle surface mesh representing the skin. The finite element method is used to solve the moisture diffusion and the resulting volume deformations. Skin wrinkling is achieved using position based dynamics. In order to model a visually believable reproduction of the skin coloration changes due to mummification, a skin shading approach is used that considers moisture content, hemoglobin content, and oxygen saturation. The main focus of the work in this article is to recreate the appearance changes of mummification by desiccation, which, to the best of our knowledge, has not been attempted before in computer graphics to this level of realism. The suggested approach is able to model changes in the internal structure and the surface appearance of the body which resemble the postmortem processes of natural mummification by desiccation

    physically based object withering simulation

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    This paper presents a finite element method-based framework for an object withering simulation modeled with heterogeneous material, such as fruits drying or decay. We introduce diffusion procedures for both the moisture content and decay spread, which are solved directly on a tetrahedral mesh representation of the fruit flesh. Then, we use the moisture content to control shrinkage through the initial strain, which is integrated into the Lagrangian dynamic equation, and solved with the finite element method. For the complex structure of the object, another fine triangle mesh is used to represent the skin, and its deformation is solved by a thin shell technique. To couple the motion between different layers of the fruit, a tracking force is used to pull the skin and drive its deformation together with the volume mesh. In comparison with the previous work, our method provides temporally and spatially varying parameters to model the complex phenomena of object withering. Moreover, the water diffusivity can also be given by user input to present various material properties of the cut section and skin-covered area. Our algorithm is easy to implement and highly efficient in generating a realistic appearance for the withering effect. For a medium-scale model, we can achieve interactive simulation. Copyright © 2012 John Wiley & Sons, Ltd.This paper presents a finite element method-based framework for an object withering simulation modeled with heterogeneous material, such as fruits drying or decay. We introduce diffusion procedures for both the moisture content and decay spread, which are solved directly on a tetrahedral mesh representation of the fruit flesh. Then, we use the moisture content to control shrinkage through the initial strain, which is integrated into the Lagrangian dynamic equation, and solved with the finite element method. For the complex structure of the object, another fine triangle mesh is used to represent the skin, and its deformation is solved by a thin shell technique. To couple the motion between different layers of the fruit, a tracking force is used to pull the skin and drive its deformation together with the volume mesh. In comparison with the previous work, our method provides temporally and spatially varying parameters to model the complex phenomena of object withering. Moreover, the water diffusivity can also be given by user input to present various material properties of the cut section and skin-covered area. Our algorithm is easy to implement and highly efficient in generating a realistic appearance for the withering effect. For a medium-scale model, we can achieve interactive simulation. Copyright © 2012 John Wiley & Sons, Ltd
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