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Unusual 3D page curling effect with deformation


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#1 Morphine_OD   Members   -  Reputation: 111

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Posted 09 November 2012 - 03:53 AM

So I have an assignment to implement a certain 3D page flipping effect, but I can't find any tutorials or algorithms to do so. I heard the effect is available on Google eBook reader.

See the pictures:

2.jpg
3.jpg

Of course it's implied that the effect should be pretty accurate with the texture, so it doesn't deform it. The only parameter should be the X position of the finger on the screen, so no fancy up-down warping needed.

Does anybody have any ideas of how to proceed?

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#2 Steve_Segreto   Crossbones+   -  Reputation: 1551

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Posted 12 November 2012 - 07:01 PM

Here's a suggestion, I've never done this before, just guessing.

You could create a 3-d cylinder shape and texture map a quad to it, then vary the radius of the cylinder from fat to thin as the finger moves to the apex and then back from thin to fat as the finger moves left of the apex.

#3 Morphine_OD   Members   -  Reputation: 111

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Posted 13 November 2012 - 03:07 AM

Well, this is kinda half the pain, because the apex isn't situated in the middle between your finger and the book spine.

#4 Steve_Segreto   Crossbones+   -  Reputation: 1551

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Posted 14 November 2012 - 12:17 AM

Indeed, sorry I missed that constraint when I first read your OP.

Here's something I found that might help?

http://rbarraza.com/html5-canvas-pageflip/

#5 Morphine_OD   Members   -  Reputation: 111

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Posted 15 November 2012 - 03:49 AM

Well, the link illustrates the usual page flip, like Harism did. And I'm not sure it's worth it because ultimately we have to make sure that the mesh doesn't have any visible "breaks" in places where the flat piece connects with the piece that's "rolled" around the cylinder

#6 Bacterius   Crossbones+   -  Reputation: 9267

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Posted 15 November 2012 - 07:53 AM

Do you need to do it in three dimensions (e.g. display an actual 3D book with a page mesh that correctly flips), or can it be done as a simple 2D animation (in which case the effect can be obtained by an analytical mapping which'll correctly map the original page texture to the "curled" page texture).

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis





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