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Advected textures

Published: 26 July 2003 Publication History

Abstract

Game and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to allow artists to increase the details of flowing water, foam, lava, mud, flames, cloud layers, etc.Our first contribution is a new algorithm for advecting textures, which compromises between two contradictory requirements: continuity in space and time and preservation of statistical texture properties. It consist of combining layers of advected (periodically regenerated) parameterizations according to a criterion based on the local accumulated deformation. To correctly achieve this combination, we introduce a way of blending procedural textures while avoiding classical interpolation artifacts. Lastly, we propose a scheme to add and control small scale texture animation amplifying the low resolution simulation. Our results illustrate how these three contributions solve the major visual flaws of textured fluids.

References

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cover image ACM Conferences
SCA '03: Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
July 2003
387 pages
ISBN:1581136595

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Eurographics Association

Goslar, Germany

Publication History

Published: 26 July 2003

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SCA03
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SCA03: Symposium on Computer Animation 2003
July 26 - 27, 2003
California, San Diego

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SCA '03 Paper Acceptance Rate 38 of 100 submissions, 38%;
Overall Acceptance Rate 183 of 487 submissions, 38%

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  • (2018)Procedural fluid texturesACM SIGGRAPH 2018 Talks10.1145/3214745.3214767(1-2)Online publication date: 12-Aug-2018
  • (2017)Real-time 3D rendering with hatchingThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1222-333:10(1319-1334)Online publication date: 1-Oct-2017
  • (2016)Programmable Animation Texturing using Motion StampsComputer Graphics Forum10.5555/3151666.315167435:7(67-75)Online publication date: 1-Oct-2016
  • (2016)Parallel computing of texture-optimisation-based flow visualisation on CUDAInternational Journal of High Performance Computing and Networking10.1504/ijhpcn.2016.0762319:3(258-270)Online publication date: 1-Jan-2016
  • (2016)Dynamic lapped texture for fluid simulationsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1262-832:6-8(901-909)Online publication date: 1-Jun-2016
  • (2015)LazyFluidsACM Transactions on Graphics10.1145/276698334:4(1-10)Online publication date: 27-Jul-2015
  • (2015)Texture advection on discontinuous flowsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-015-1118-731:6-8(1033-1043)Online publication date: 1-Jun-2015
  • (2013)Generative fluid profiles for interactive media arts projectsProceedings of the Symposium on Computational Aesthetics10.1145/2487276.2487287(37-43)Online publication date: 19-Jul-2013
  • (2011)Mid-level smoke control for 2D animationProceedings of Graphics Interface 201110.5555/1992917.1992922(25-32)Online publication date: 25-May-2011
  • (2011)Tiled directional flowACM SIGGRAPH 2011 Posters10.1145/2037715.2037738(1-1)Online publication date: 7-Aug-2011
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