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纹理流体

Texturing fluids.

作者信息

Kwatra Vivek, Adalsteinsson David, Kim Theodore, Kwatra Nipun, Carlson Mark, Lin Ming

机构信息

Department of Computer Science, University of North Carolina Chapel Hill, Chapel Hill, NC 27599-3175, USA.

出版信息

IEEE Trans Vis Comput Graph. 2007 Sep-Oct;13(5):939-52. doi: 10.1109/TVCG.2007.1044.

Abstract

We present a novel technique for synthesizing textures over dynamically changing fluid surfaces. We use both image textures as well as bump maps as example inputs. Image textures can enhance the rendering of the fluid by either imparting realistic appearance to it or by stylizing it, whereas bump maps enable the generation of complex micro-structures on the surface of the fluid that may be very difficult to synthesize using simulation. To generate temporally coherent textures over a fluid sequence, we transport texture information, i.e. color and local orientation, between free surfaces of the fluid from one time step to the next. This is accomplished by extending the texture information from the first fluid surface to the 3D fluid domain, advecting this information within the fluid domain along the fluid velocity field for one time step, and interpolating it back onto the second surface -- this operation, in part, uses a novel vector advection technique for transporting orientation vectors. We then refine the transported texture by performing texture synthesis over the second surface using our "surface texture optimization" algorithm, which keeps the synthesized texture visually similar to the input texture and temporally coherent with the transported one. We demonstrate our novel algorithm for texture synthesis on dynamically evolving fluid surfaces in several challenging scenarios.

摘要

我们提出了一种在动态变化的流体表面合成纹理的新技术。我们使用图像纹理以及凹凸映射作为示例输入。图像纹理可以通过赋予流体逼真的外观或对其进行风格化来增强流体的渲染效果,而凹凸映射则能够在流体表面生成复杂的微观结构,这些微观结构使用模拟方法可能很难合成。为了在流体序列上生成时间连贯的纹理,我们在流体的自由表面之间将纹理信息(即颜色和局部方向)从一个时间步长传输到下一个时间步长。这是通过将纹理信息从第一个流体表面扩展到三维流体域,在流体域内沿流体速度场将此信息平流一个时间步长,然后将其插值回到第二个表面来实现的——此操作部分使用了一种用于传输方向向量的新型向量平流技术。然后,我们使用“表面纹理优化”算法在第二个表面上执行纹理合成,从而细化传输的纹理,该算法使合成的纹理在视觉上与输入纹理相似,并在时间上与传输的纹理连贯。我们在几个具有挑战性的场景中展示了我们用于在动态演化的流体表面进行纹理合成的新算法。

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