Show simple item record

dc.contributor.authorSchreck, Camilleen_US
dc.contributor.authorRohmer, Damienen_US
dc.contributor.authorHahmann, Stefanieen_US
dc.contributor.editorLoic Barthe and Bedrich Benesen_US
dc.date.accessioned2017-04-22T16:25:46Z
dc.date.available2017-04-22T16:25:46Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13110
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13110
dc.description.abstractWe propose an efficient method to model paper tearing in the context of interactive modeling. The method uses geometrical information to automatically detect potential starting points of tears. We further introduce a new hybrid geometrical and physical-based method to compute the trajectory of tears while procedurally synthesizing high resolution details of the tearing path using a texture based approach. The results obtained are compared with real paper and with previous studies on the expected geometric paths of paper that tears.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.titleInteractive Paper Tearingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersRigging, Tearing, and Faces
dc.description.volume36
dc.description.number2
dc.identifier.doi10.1111/cgf.13110
dc.identifier.pages095-106


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record