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The spherical primitive and perlin noise method to recreate realistic aggregate shapes

S. Michot-Roberto, Álvaro García, S. Dopazo-Hilario, Andrew Dawson

2021Granular Matter17 citationsDOIOpen Access PDF

Abstract

Abstract An algorithm to re-create virtual aggregates with realistic shapes is presented in this paper. The algorithm has been implemented in the Unity 3D platform. The idea is to re-create realistically the virtual coarse and crushed aggregates that are normally used as a material for the construction of roads. This method consists of two major procedures: (i) to combine a spherical density function with a noise matrix based on the Perlin noise to obtain shapes of appropriate angularity and, (ii) deform the shapes until their minor ferret, aspect ratio and, thickness are equivalent to those wanted. The efficiency of the algorithm has been tested by reproducing nine types of aggregates from different sources. The results obtained indicate that the method proposed can be used to realistically re-create in 3D coarse aggregates. Graphic abstract

Topics & Concepts

Computer scienceAggregate (composite)Noise (video)Matrix (chemical analysis)Function (biology)AlgorithmComputer visionMaterials scienceImage (mathematics)NanotechnologyBiologyEvolutionary biologyComposite materialComputational Geometry and Mesh Generation3D Shape Modeling and AnalysisComputer Graphics and Visualization Techniques
The spherical primitive and perlin noise method to recreate realistic aggregate shapes | Litcius