Abstract

In this paper, we propose a method of reproducing freshly cooked rice using computer graphics animation. The physical properties of freshly cooked rice (rice grains) include shape, density, refractive index, transmittance, and reflectance. Based on these data, the objective is to render the texture and shape of a large amount of cooked rice in a photo-realistic way. Create rice grain polygon models with low resolution based on electron micrographs, rice grains with different shapes and considering the porous structure, we can create a large number of 3D rice grain models. Next, a large number of freshly cooked rice grains were transferred to XPBD (eXtended Position-Based Dynamics), we simulate aggregates by adding a constraint condition. This can be used to simulate the softness of freshly cooked rice. It also allows you to create any shape of rice structure. Finally, the Sub-Surface Scattering (SSS) also takes into account the water content, so that it can be used for the Curvature-dependent reflectance function (CDRF). Depending on the moisture content, different rice grains can be represented with different appearances. With such proposed method, a large number of rice grains are placed in a bowl of freshly cooked rice, rice balls, sushi rice, etc. is represented realistically.

Highlights

  • Since its earliest days, computer graphics has been concerned with achieving photorealistic modeling and rendering of real-world scenes [1]

  • Since the "freshly cooked rice" to be reproduced in this paper is not a heterogeneous translucent material, we do not adopt a computationally expensive method as in the approach of Jingjie Yang et al Matthias et al proposed a method (Position Based Dynamics: Position-Based Dynamics (PBD)) that avoids the calculation of velocities by using position-based simulation instead of simulation based on dynamic models [13]

  • We present a cohesive simulation using XPBD to represent the softness of freshly cooked rice

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Summary

Introduction

Computer graphics has been concerned with achieving photorealistic modeling and rendering of real-world scenes [1]. We introduce a procedural method for modeling and shading rice without relying on the manual work of a 3D artist, using freshly cooked rice, typical food of Japanese cuisine. Assuming a situation in which a large number of freshly cooked rice grains are served in a bowl, or squeezed together to form a "granular material" like a rice ball, a granular material simulation is performed using XPBD (eXtended Position-Based Dynamics) with a constraint that takes the F content into account. Freshly cooked rice, onigiri (rice balls), the sushi rice (Figure 1), etc., with a large number of rice grains in a bowl can be represented photo-realistically, which can be used for various entertainment contents and for menu thumbnail images in restaurants and the menu creation process

Previous Work
Rice Cooking Process
Pipeline of the Proposed Method
Procedural Model of a Grain of Rice
Find the Δx
Boundary Particle Placement
Procedural Water Content-aware Shader
Results
Conclusions and Future

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