Skip to main content
GameDev.net gamedev.net
Research Paper

This is an academic paper or technical research. Key findings may require technical background to fully understand.

Explore Research Radar

PRO Tired of ads? Read GameDev.net ad-free and help keep the community independent with GameDev Pro — $3/month.

arXiv cs.GR
arXiv cs.GR Research
· 8 months, 3 weeks ago • Qixin Liang

Modeling and Simulating Origami Structures using Bilinear Solid-Shell Element

Briefing

The proposed framework utilizes bilinear solid-shell elements to effectively model origami panels, incorporating crease folding through the director vectors of adjacent panels. This approach not only improves the fidelity of simulations but also tackles common locking issues associated with solid-shell elements through the assumed natural strain method.

Developers should pay attention to this advancement as it opens up new possibilities for realistic animations and interactions in games. The framework's validation through both straight and curved crease simulations demonstrates its robustness, making it a valuable tool for graphics programmers and designers looking to push the boundaries of visual storytelling in their projects.

“We introduce the assumed natural strain method to mitigate locking issues.”

— Research Team · Explaining a key innovation in the framework.
Original source
Read on arXiv cs.GR
At a glance
what
Introduction of a novel computational framework for origami modeling
who
Researchers from arXiv cs.GR
impact
Enhances simulation accuracy for graphics programming and design
context
Addresses common issues in modeling complex structures in games
Signal Positive

This framework offers significant improvements for developers.

Discuss

Follow origami updates

See relevant stories in your personalized news feed.

Sign in to follow

Continue on GameDev.net

Useful next steps related to this story.

Game development news without the noise

One useful weekly briefing. No daily flood.

Sending your confirmation email…

Discussion

Loading comments...

Recommended resources

Graphics Programming Resources

See full guide
Real-Time Rendering, Fourth Edition cover
Editor pick Community pick

Real-Time Rendering, Fourth Edition

Amazon · Book

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

Programming with wgpu in Rust cover
Editor pick

Programming with wgpu in Rust

Amazon · Book

Unlock the full power of modern graphics programming with wgpu and Rust. This comprehensive guide takes you from foundational GPU concepts to advanced real-time rendering and compute techniques—equipping you to build fast, safe, and cross-platform graphics applications. Written for intermediate to advanced Rust developers, this book provides clear explanations, hands-on examples, and detailed insights into how GPUs process and render data. You’ll explore everything from the fundamentals of buffers, shaders, and pipelines to advanced topics like deferred rendering, shadow mapping, and GPU compute workloads.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.