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Wetbrush: GPU-based 3D painting simulation at the bristle level

Published: 02 November 2015 Publication History

Abstract

We present a real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level. The key challenge is how to model and simulate sub-pixel paint details, given the limited computational resource in each time step. To achieve this goal, we propose to define paint liquid in a hybrid fashion: the liquid close to the brush is modeled by particles, and the liquid away from the brush is modeled by a density field. Based on this representation, we develop a variety of techniques to ensure the performance and robustness of our simulator under large time steps, including brush and particle simulations in non-inertial frames, a fixed-point method for accelerating Jacobi iterations, and a new Eulerian-Lagrangian approach for simulating detailed liquid effects. The resulting system can realistically simulate not only the motions of brush bristles and paint liquid, but also the liquid transfer processes among different representations. We implement the whole system on GPU by CUDA. Our experiment shows that artists can use the system to draw realistic and vivid digital paintings, by applying the painting techniques that they are familiar with but not offered by many existing systems.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 34, Issue 6
November 2015
944 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/2816795
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 02 November 2015
Published in TOG Volume 34, Issue 6

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Author Tags

  1. FLIP/PIC
  2. GPU computing
  3. brush and hair
  4. eulerian-lagrangian
  5. fluid coupling
  6. fluid simulation
  7. non-inertial frame

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  • NVIDIA

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  • (2023)Data‐Driven Ink Painting Brushstroke RenderingComputer Graphics Forum10.1111/cgf.1496542:7Online publication date: 30-Oct-2023
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