Using particles for 3D texture sculpting

Bedřich Beneš, Enrique Espinosa · The Journal of Visualization and Computer Animation · 2001

Abstract Particle systems have been used in computer graphics for many different purposes, including visual simulation of fur, grass, hair, and similar fuzzy textures and shapes. The underlying theories used in these algorithms are usually quite complex and are mostly based on simulation of diffuse‐limited aggregation, cellular development, reaction‐diffusion models, etc. This leads to high time complexity of these algorithms. The purpose of this paper is to show that collision detection and distance keeping among moving particles can generate similar realistic textures efficiently. This approach is easy to implement, sufficiently fast allowing for interactive modeling, and inherits the major features from the previously published techniques. We first construct a scene consisting of generators of particles, attractors, and cutters. The generators generate oriented particles, and the attractors attract or repulse them. When collision with the cutter is detected, the particle performs an action according to its state and position in the 3D space. Every particle has assigned a table of possible actions that is used for solving these critical states. Trajectories of the particles are then used as a resulting shape of the texture. Copyright © 2001 John Wiley & Sons, Ltd.

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