2d animation is a traditional but fascinating domain that has recently regained popularity both in animated movies and video games. This paper introduces a method for automatically converting a smooth sketched curve into a 2d dynamic curve at stable equilibrium under gravity. The curve can then be physically animated to produce secondary motions in 2d… (More)
Curves are widely used in computer science to describe real-life objects such as slender deformable structures. Using only 3 parameters per element, piece-wise helices offer an interesting and compact way of representing digital curves. In this paper, we present a robust and fast algorithm to approximate Bézier curves with G 1 piecewise helices. Our… (More)
In the latest years, considerable progress has been achieved for accurately acquiring the geometry of human hair, thus largely improving the realism of virtual characters. In parallel, rich physics-based simulators have been successfully designed to capture the intricate dynamics of hair due to contact and friction. However, at the moment there exists no… (More)
1D deformable structures, often called <i>strands</i>, are ubiquitous in the real world. They range from plants (grass, lianas, stalks) to creatures organs (hair, tail, tentacles) and manufactured objects (cables, ropes). The realistic modeling and animation of such objects is essential for representing convincing virtual environments. Most often, the… (More)
In computer graphics, Wang tiles are used as a tool to generate non periodic textures and patterns. We develop a framework and a method for the tiling problem which is suitable for applications. In particular, we apply our methodology to a special kind of Wang tiles, called Brick Wang tiles, introduced by Derouet-Jourdan et al. in 2015 to model wall… (More)
We consider a certain tiling problem of a planar region in which there are no long horizontal or vertical strips consisting of copies of the same tile. Intuitively speaking, we would like to create a dappled pattern with two or more kinds of tiles. We give an efficient algorithm to solve the problem, and discuss its applications in texturing.