(a) (b) (c) (d) Figure 1: Twisting and bending a bar using two anchor triangles: (a), (c) uniform materials; (b), (d) non-uniform materials.
Quasi-developable mesh segmentation is required for many applications in graphics and CAD, including texture atlas generation and the design of patterns for model fabrication from sheets of material. In this work we introduce D-Charts, a simple and robust algorithm for mesh segmentation into (nearly) developable charts. As part of our method we introduce a… (More)
Figure 1: From sketch to garment. Left to right: sketched contours and darts; 3D shape computed using distance field; piecewise developable surface; final virtual garment, compared with the real one sewn from the 2D patterns we output. Abstract Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns,… (More)
Following the increasing demand to make the creation and manipulation of 3D geometry simpler and more accessible , we introduce a modeling approach that allows even novice users to create sophisticated models in minutes. Our approach is based on the observation that in many mod-eling settings users create models which belong to a small set of model classes,… (More)
Communicated by (xxxxxxxxxx) Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and… (More)