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Interactive liquid splash modeling by user sketches

Published: 27 November 2020 Publication History

Abstract

Splashing is one of the most fascinating liquid phenomena in the real world and it is favored by artists to create stunning visual effects, both statically and dynamically. Unfortunately, the generation of complex and specialized liquid splashes is a challenging task and often requires considerable time and effort. In this paper, we present a novel system that synthesizes realistic liquid splashes from simple user sketch input. Our system adopts a conditional generative adversarial network (cGAN) trained with physics-based simulation data to produce raw liquid splash models from input sketches, and then applies model refinement processes to further improve their small-scale details. The system considers not only the trajectory of every user stroke, but also its speed, which makes the splash model simulation-ready with its underlying 3D flow. Compared with simulation-based modeling techniques through trials and errors, our system offers flexibility, convenience and intuition in liquid splash design and editing. We evaluate the usability and the efficiency of our system in an immersive virtual reality environment. Thanks to this system, an amateur user can now generate a variety of realistic liquid splashes in just a few minutes.

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    Published In

    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 39, Issue 6
    December 2020
    1605 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/3414685
    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 the author(s) 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: 27 November 2020
    Published in TOG Volume 39, Issue 6

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    Author Tags

    1. deep learning
    2. generative adversarial network
    3. liquid modeling
    4. sketch-based modeling
    5. virtual reality

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    • (2024)What's the Situation With Intelligent Mesh Generation: A Survey and PerspectivesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.328178130:8(4997-5017)Online publication date: Aug-2024
    • (2024)What Sketch Explainability Really Means for Downstream Tasks?2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)10.1109/CVPR52733.2024.01046(10997-11008)Online publication date: 16-Jun-2024
    • (2024)Physics-based fluid simulation in computer graphics: Survey, research trends, and challengesComputational Visual Media10.1007/s41095-023-0368-y10:5(803-858)Online publication date: 27-Apr-2024
    • (2023)ViCMA: Visual Control of Multibody AnimationsSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618223(1-11)Online publication date: 10-Dec-2023
    • (2023)Sketch2PQ: Freeform Planar Quadrilateral Mesh Design via a Single SketchIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.317085329:9(3826-3839)Online publication date: 1-Sep-2023
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