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		<doi>10.1109/SIBGRAPI51738.2020.00012</doi>
		<citationkey>ThomasAgüeJr:2020:Re3DPo</citationkey>
		<title>Real-Time 3D Position-Based Dynamics Simulation for Hydrographic Printing</title>
		<format>On-line</format>
		<year>2020</year>
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		<author>Thomas, Leonardo,</author>
		<author>Agüero, Karl,</author>
		<author>Jr. , Antônio Apolinário,</author>
		<affiliation>Federal University of Bahia</affiliation>
		<affiliation>Federal University of Bahia</affiliation>
		<affiliation>Federal University of Bahia</affiliation>
		<editor>Musse, Soraia Raupp,</editor>
		<editor>Cesar Junior, Roberto Marcondes,</editor>
		<editor>Pelechano, Nuria,</editor>
		<editor>Wang, Zhangyang (Atlas),</editor>
		<e-mailaddress>leothomas77@yahoo.com.br</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 33 (SIBGRAPI)</conferencename>
		<conferencelocation>Porto de Galinhas (virtual)</conferencelocation>
		<date>7-10 Nov. 2020</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<versiontype>finaldraft</versiontype>
		<keywords>3D Printing, Hydrographic Printing, Physically-Based Simulation, Soft-Body Simulation, Real-Time Rendering, Texture Mapping.</keywords>
		<abstract>Hydrographic Printing, also called Hydrographics, is a viable method for coloring objects created with 3D printers. However, executing the hydrographic technique leads to a complex interaction between a thin film and a 3D printed object, in which the image in the film must adhere to the object. To handle the difficulty of predicting the final result of hydrographic printing, we propose a 3D computational simulation that uses Position-Based Dynamics, a popular technique for simulating deformable bodies and widely used in physics engines. We take advantage of this technique running in parallel a GPU-based simulation with suitable performance. We simulate the film behavior and its interaction with the printed object, as an interaction between a soft-body colliding with a rigid one. To evaluate the achieved performance consistency, we varied the number of vertices and voxels in the bodies involved and observed that the simulation kept running in real-time. We also execute the hydrographic technique in different printed models and compare these results with the simulated models.</abstract>
		<language>en</language>
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