"Deep Cut": An all-in-one Geometric Algorithm for Unconstrained Cut, Tear and Drill of Soft-bodies in Mobile VR
Manos Kamarianakis, Nick Lydatakis, Antonis Protopsaltis, John, Petropoulos, Michail Tamiolakis, Paul Zikas, George Papagiannakis

TL;DR
This paper introduces 'deep-cut', an integrated geometric algorithm enabling real-time, unconstrained cutting, tearing, and drilling of soft-body surfaces in mobile VR, enhancing user experience and reducing pre-processing costs.
Contribution
It presents a novel all-in-one geometric framework for real-time soft-body surface editing in mobile VR without pre-calculated animations.
Findings
Real-time performance on mobile VR devices
Enhanced user interaction without pre-defined cuts
Reduced manual pre-processing and design costs
Abstract
In this work, we present an integrated geometric framework: "deep- cut" that enables for the first time a user to geometrically and algorithmically cut, tear and drill the surface of a skinned model without prior constraints, layered on top of a custom soft body mesh deformation algorithm. Both layered algorithms in this frame- work yield real-time results and are amenable for mobile Virtual Reality, in order to be utilized in a variety of interactive application scenarios. Our framework dramatically improves real-time user experience and task performance in VR, without pre-calculated or artificially designed cuts, tears, drills or surface deformations via predefined rigged animations, which is the current state-of-the-art in mobile VR. Thus our framework improves user experience on one hand, on the other hand saves both time and costs from expensive, manual, labour-intensive design…
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Taxonomy
TopicsInteractive and Immersive Displays · 3D Shape Modeling and Analysis · Computer Graphics and Visualization Techniques
