Section: Application Domains
Computer Graphics
In contrast, Computer Graphics, which has emerged in the 60's with the advent of modern computers, was from the very beginning eager to capture such peculiar phenomena, with the sole aim to produce spectacular images and create astonishing stories. At the origin, Computer Graphics thus drastically departed from other scientific fields. Everyday-life phenomena such as cloth buckling, paper tearing, or hair fluttering in the wind, mostly ignored by other scientists at that time, became actual topics of interest, involving a large set of new research directions to be explored, both in terms of modelling and simulation. Nowadays, although the image production still remains the core activity of the Computer Graphics community, more and more research studies are directed through the virtual and real prototyping of mechanical systems, notably driven by a myriad of new applications in the virtual try on industry (e.g., hairstyling and garment fitting). Furthermore, the advent of additive fabrication is currently boosting research in the free design of new mechanisms or systems for various applications, from architecture design and fabrication of metamaterials to the creation of new locomotion modes in robotics. Some obvious common interests and approaches are thus emerging between Computer Graphics and Mechanical Engineering, yet the two communities remain desperately compartmentalized.