sLayer: a System for Multi-Layered Material Sculpting

Claudio Calabrese, M. Fratarcangeli, F. Pellacini
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引用次数: 1

Abstract

Many real world materials have a stratified structure, composed by the proximity and the interaction of multiple highly-detailed layers. Example of these materials are peeling paint, old tree bark and rusted metals. While digital sculpting is particularly well-suited to model these aged surfaces, the interaction between layers is not accounted for. We present a system for sculpting multi-layers materials where collision between layers are handled interactively while brushing meshes that scales up to the million of polygons necessary to model aged surfaces. We do so by observing that if the average mean edge length is maintained constant throughout the modeling session, we can use a single data structure, namely a uniform grid, to accelerate all the sculpting operations.We present a brush rasterization pipeline that uses this data structure for multi-layer editing.We also show that by adding a few interface tools for layer creation and selection, we can create detailed surface similar to real-world ones. To the best of our knowledge, our work is the first to show sculpting of highly-detailed, multi-layered materials in real-time.
sLayer:用于多层材料雕刻的系统
许多现实世界的材料具有分层结构,由多个高度详细的层的接近和相互作用组成。这些材料的例子是剥落的油漆,旧树皮和生锈的金属。虽然数字雕刻特别适合模拟这些老化的表面,但层之间的相互作用并没有考虑在内。我们提出了一个用于雕刻多层材料的系统,其中层之间的碰撞被交互式处理,同时刷网格,扩展到建模老化表面所需的数百万个多边形。我们这样做是通过观察,如果平均边缘长度在整个建模过程中保持不变,我们可以使用单一的数据结构,即统一的网格,以加速所有的雕刻操作。我们提出了一个使用这种数据结构进行多层编辑的刷点阵化管道。我们还展示了通过添加一些用于图层创建和选择的界面工具,我们可以创建类似于现实世界的细节表面。据我们所知,我们的工作是第一个实时显示高度详细的多层材料雕刻。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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