Slides are available by following the link.
Three-dimensional surfaces represented digitally can be turned into physical objects using modern manufacturing processes, today easier than ever thanks to the advancements in 3D printing. Current digital modeling tools, however, often do not produce reality-ready 3D models: the shapes might look great as virtual objects, but be ridden with problems that prevent their direct manufacturing in practice, such as self-intersections, structural instability, imbalance and more. These problems are usually removed through a tedious, iterative post-process involving repeated simulations and manual corrections. In this talk, I will show that incorporating some physics laws directly into the interactive modeling framework can be done inexpensively and is beneficial for computer-aided geometric modeling: while not being as restrictive and parameter-heavy as a full-blown physical simulation, this allows to creatively model shapes with improved realism and directly use them in fabrication.