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Granular Material Deposition for Simulation and Texturing

  • Conference paper

Part of the Lecture Notes in Computer Science book series (LNIP,volume 7378)

Abstract

Dry granular materials are commonly needed in visual effects. To simulate a material involving individual grains, every granule must first be settled into place by running a pre-simulation. This pre-simulation can take minutes or hours, and the resulting look can be difficult to control. We introduce a faster, more directable method for depositing particles. We scatter granules in the desired area, guaranteeing that they are interpenetrating, then push them apart by means of penetration resolution such that they are in contact but not overlapping. This results in a natural, aperiodic layout of granules that mimics settled granular materials with little cost to production time. We also introduce particle shaders, a method for generating granular detail at render time.

Keywords

  • Granular Material
  • Discrete Element Method
  • Discrete Element Method Simulation
  • Resolution Step
  • Random Close Packing

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Holladay, S., Egbert, P. (2012). Granular Material Deposition for Simulation and Texturing. In: Perales, F.J., Fisher, R.B., Moeslund, T.B. (eds) Articulated Motion and Deformable Objects. AMDO 2012. Lecture Notes in Computer Science, vol 7378. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31567-1_16

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  • DOI: https://doi.org/10.1007/978-3-642-31567-1_16

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31566-4

  • Online ISBN: 978-3-642-31567-1

  • eBook Packages: Computer ScienceComputer Science (R0)