Abstract
Recently researches on techniques to use simulations based on the physical laws for CG animations are becoming popular and popular. Although paper exists ubiquitously around us in daily life, it is not straightforward to express its folding lines, fractures, and textures and no much effort has been made on researches on paper for CG. Hence the purpose of this paper is to simulate paper fracture based on the physical laws and use the results for CG animations as the first step to the CG-oriented paper simulation. The fracture simulation of paper is performed at first by modeling a piece of paper with triangular meshes and applying the FEM to calculate their stresses and strains. Then we determine the starting position of the fracture and the direction of the crack and rebuild the structure of the meshes to express the fracture cross sections. Furthermore for the cross section originally expressed by piece-wise linear segments, by use of the turbulence function we generate natural-looking geometrica ly complicated cross sections as textures and map them to the meshes to represent the paper characteristics that become clear when the paper is broken. The geometry of the fracture cross section remains similar even though the mesh size is changed because of the noise-mixed texture mapping, that allows us to use relatively large-sized meshes and simulate the paper fracture in almost real time.