
An evolving polygonal mesh based on stem's tree growth coupled with a physical simulation of bark's cracking is presented. This process is denominated woodification. Whereas previous approaches use a fixed resolution voxel grid, woodification is built on the deformable simplicial complex representation, which robustly simulates growth with adaptive subdivision. The approach allows any meshed object to be grown and textured. Features, such as interaction with obstacles, attributes interpolation, and sketching tools, are added to provide control during the woodifible process.
Computer Sciences, Applied sciences, Computer science, 004
Computer Sciences, Applied sciences, Computer science, 004
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