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Thesis

English

ID: <

10670/1.onh9ox

>

Where these data come from
Interactive deformation of virtual paper

Abstract

Although paper is a very common material in our every-day life, it can hardly be found in 3d virtual environments. Indeed, due to its fibrous structure, paper material exhibits complex deformations and sound behaviour which are hard to reproduce efficiently using standard methods. Most notably, the deforming surface of a sheet of paper paper is constantly isometric to its 2D pattern, and may be crumpled or torn leading to sharp and fine geometrical features. During deformation, paper material also has very characteristic sound, which highly depends on its complex shape.In this thesis, we propose to combine usual physics-based simulation with new procedural, geometric methods in order to take advantage of prior knowledge to efficiently model the geometry and the sound of a deforming sheet of paper. Our goals are to reproduce a plausible behaviour of paper rather than an entirely physically accurate in order to enable a user to interactively deform and create animation of virtual paper.We first focus on the case of paper being crumpled. We use the developability property of the paper to interleave the physics-based simulation with a geometric remeshing step that adapts the mesh with the fold and the sharp creases of crumpling paper. We obtain an interactive model able to reproduce the main features of crumpling paper.We then take advantages of this model to develop of method for tearing paper in real-time. We use the geometric information provided by the remeshing step of the model to detect potential starting points of tears, and propose a new hybrid, geometric and physical, method to find their general direction of propagation while creating procedurally the details of the tearing path using a fibres' texture.Finally, we propose to generate a plausible shape-dependant sound of the paper at run-time. We analyse the geometric and dynamic information provided by the model to detect sound-producing events and compute the regions in which the sound resonate. The resulting sound is synthesized from both pre-recorded sounds and procedural generation taking into account the geometry of the surface and its dynamics.

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