11 research outputs found
Biologically inspired simulation of livor mortis
We present a biologically motivated livor mortis simulation that is capable of modelling the colouration changes in skin caused by blood pooling after death. Our approach consists of a simulation of post mortem blood dynamics and a layered skin shader that is controlled by the haemoglobin and oxygen levels in blood. The object is represented by a layered data structure made of a triangle mesh for the skin and a tetrahedral mesh on which the blood dynamics are simulated. This allows us to simulate the skin discolouration caused by livor mortis, including early patchy appearance, fixation of hypostasis and pressure induced blanching. We demonstrate our approach on two different models and scenarios and compare the results to real world livor mortis photographic examples
Simulating Atmospheric Pollution Weathering on Buildings
Interactions between polluted atmosphere and materials lead to an early aging of numerous buildings and
monuments. This weathering process leads to important changes in appearance, from color blackening to smallscale
geometric alterations: a black crust grows onto parts of affected surfaces, depending on the geometry of the
object as well as on its environment. In this paper, we present a method to simulate this very important
weathering process. Our method is physically inspired and provides full control to designers, keeping plausible
results. First, specific polluted zones are detected according to their real physical classification. Then, the
modifications of aspect of each zone are computed. Our results demonstrate that our model matches well the
observed behavior of real-world monuments and buildings affected by atmospheric pollution
Eulerian Motion Blur
This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable solids, clothes, and several other kinds of objects, and produce satisfactory results. As there is no specific reason to discriminate fluids from the above objects, one may consider applying an existing motion blur technique to render fluids. However, here we show that existing motion blur techniques are intended for simulations carried out in the Lagrangian framework, and are not suited to Eulerian simulations. Then, we propose a new motion blur technique that is suitable for rendering Eulerian simulations. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realis