- Ekstrand, L., Zhang, S., Grieve, T., Chumbley, L. S., & Kreiser, M. J. (2014).
Some notes
Kilka rzeczy do wzięcia pod uwagę aby generowanie było rzeczywistą symulacją
- Contact mechanics + plastic deformation (depth, groove width, pile‑up, contact patch shape)
- Microscopic striation modeling (edge micro‑geometry, wear, chatter, serration pitch)
- Surface topography synthesis (anisotropic roughness, brushed/grain direction, stochastic pits)
- Multi‑pass and tool slip (overshoot, stick‑slip, acceleration profile)
- [x]
- Physics: Elastic Springback & Strain Hardening
- What is missing: Currently, the simulation is purely plastic (permanent deformation). In reality, metals are elastic-plastic. After the tool passes, the material “springs back” slightly (Elastic Recovery), making the groove shallower and tighter than the tool itself.
- Improvement: Implement a Springback Factor based on Young’s Modulus.
- Strain Hardening: As you drag, the metal ahead of the tool should get harder (work hardening), increasing resistance and changing the pile-up shape dynamically.
- Complex Trajectories & Variable Mechanics
- What is missing: Real tool marks are rarely perfect straight lines with constant force.
- Improvement:
- Bezier/Freehand Paths: Allow curved scratches (e.g., wrist rotation).
- Variable Profiles: Force and Angle should change during the cut (e.g., a “scooping” motion where the tool dives deep and then lifts off).
- Tool Roll: Using the corner of a flathead screwdriver (30° roll) creates a completely different, V-shaped asymmetric trace.
- Forensic Visualization (The “CSI” View)
- What is missing: Real examiners don’t just look at a gray 3D mesh. They use specific lighting and color modes to find matches.
- Improvement:
- Raking Light Control: A light source you can move to 0-5° elevation to exaggerate shadows and reveal faint striations.
- Depth Map (False Color): Render the surface as a heat map (Blue = Deep, Red = High) for precise depth analysis.
- Normal Map Mode: Visualizing surface slope changes to remove color distractions.
- 5. Material Fracture & Chip Formation
- What is missing: Currently, we “displace” material. We don’t “tear” it.
- Improvement: For brittle materials or sharp knives, we should simulate Chip Detachment (where material is actually removed/curled off, not just pushed aside) and Fracture (cracks radiating from a crowbar impact).