3 research outputs found

    Material aging for game environments

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    We propose a software and work-flow to create 3D model imperfections and aging effects while adding very little overhead to the rendering time of the models. Specifically, we implement a tool that adds all these effects into the physically based rendering (PBR) textures of the input model

    Simulation of Peeling using 3D-Surface Cellular Automata

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    This paper describes a method for modeling the natural peeling phenomenon over any 3D surface. Using crack input data—precomputed with a semi-physical solution—this method allows simulating peeling on any type of triangulated 3D object. Our model’s main advantage is that it proposes an method that is intuitive enough to make it easy to understand and convenient to apply, user controllable, and easily extensible—especially to simultaneous natural phenomena. We first introduce the general development of peeling over various materials. Then, we present how to define groups of peeling, how to determine a realistic and natural peeling order, and how to simulate the rendering of two types of special peelings. Finally, a set of graphical results concludes the paper, presenting a series of direct peeling and curling patterns using classical paintings or plastic-paintings simulated material
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