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

Michot-Roberto, S.; Garcia-Hernández, A.; Dopazo-Hilario, S.; Dawson, A.

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


Authors

S. Michot-Roberto

A. Garcia-Hernández

S. Dopazo-Hilario



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: [Figure not available: see fulltext.]

Journal Article Type Article
Acceptance Date Feb 24, 2021
Online Publication Date Apr 1, 2021
Publication Date Apr 1, 2021
Deposit Date Mar 16, 2021
Publicly Available Date Apr 1, 2021
Journal Granular Matter
Print ISSN 1434-5021
Electronic ISSN 1434-7636
Publisher Springer Verlag
Peer Reviewed Peer Reviewed
Volume 23
Issue 2
Article Number 41
DOI https://doi.org/10.1007/s10035-021-01105-6
Keywords Aggregates; 3D virtual modelling; Morphological properties; Physics engines; Concavities 2
Public URL https://nottingham-repository.worktribe.com/output/5397707
Publisher URL https://link.springer.com/article/10.1007/s10035-021-01105-6

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