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Representation of FRP material damage in 3DCG

Published: 13 December 2022 Publication History

Abstract

In recent years, most productions of 3D video games dealing with cars have represented automobile damage due to collisions. However, the cracks peculiar to FRP materials have not been reproduced in previous works. Therefore, in this research, we devised a method of expressing cracks in FRP materials. In addition, we will conduct experiments to determine the realism of the visual representation of breakage as well as the processing cost and consider whether it is possible to incorporate it into actual video game works.

References

[1]
Ben Jones, Nils Thuerey, Tamar Shinar, and Adam W. Bargteil. 2016. Example-Based Plastic Deformation of Rigid Bodies. ACM Trans. Graph. 35, 4, Article 34 (July 2016), 11 pages. https://doi.org/10.1145/2897824.2925979
[2]
Keisuke Kitani, Toshimitsu Tanaka, and Yuji Sagawa. 2008. CG Expression of Paper Tearing. IEEJ Transactions on Electronics, Information and Systems 128, 12(2008), 1735–1740. https://doi.org/10.1541/ieejeiss.128.1735

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  1. Representation of FRP material damage in 3DCG

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    cover image ACM Conferences
    SA '22: SIGGRAPH Asia 2022 Posters
    December 2022
    120 pages
    ISBN:9781450394628
    DOI:10.1145/3550082
    • Editors:
    • Soon Ki Jung,
    • Neil Dodgson
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 13 December 2022

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    SA '22
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    SA '22: SIGGRAPH Asia 2022
    December 6 - 9, 2022
    Daegu, Republic of Korea

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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