1 / 35

Advected textures

Advected textures. Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA Grenoble, France. Purpose: amplifying fluid simulation. Purpose: amplifying fluid simulation. Why not simply increase resolution ?. Cost: N log(N) / time step with N=1000^3 Storage

hovan
Download Presentation

Advected textures

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Advected textures Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA Grenoble, France

  2. Purpose: amplifying fluid simulation

  3. Purpose: amplifying fluid simulation

  4. Why not simply increase resolution ? • Cost: N log(N) / time step with N=1000^3 • Storage • Problems with CFD for CG [Lamorlette&Foster 02] • Unknown small scale phenomena vsartist desires + phenomenological knowledge

  5. Why not simply increase resolution ? • Cost: N log(N) /timestep with N=1000^3 • Storage • Problems with CFD for CG [Lamorlette&Foster 02] • Unknown small scale phenomena vsartist desires + phenomenological knowledge

  6. Why not simply increase resolution ? • Cost: N log(N) / timestep with N=1000^3 • Storage • Problems with CFD for CG [Lamorlette&Foster 02] • Unknown small scale phenomena vsartist desires + phenomenological knowledge

  7. Why not simply increase resolution ? • Cost: N log(N) / timestep with N=1000^3 • Storage • Problems with CFD for CG [Lamorlette&Foster 02] • Unknown small scale phenomena vsartist desires + phenomenological knowledge

  8. Advecting textures • = Advecting u,v [Max&Becker 96, Stam 99] • Regeneration • blending 3 dephased textures (illusion of motion) • latency = life duration

  9. Problems with texture advection 1 2 3 • Choosing the latency • Blending textures • Sub-animation

  10. Problems with texture advection 1 2 3 • Choosing the latency • Blending textures • Sub-animation

  11. Problems with texture advection 1 2 3 • Choosing the latency • Blending textures • ghosting effects • Sub-animation

  12. Problems with texture advection 1 2 3 • Choosing the latency • Blending textures • Sub-animation

  13. Problems with texture advection 1 2 3 • Choosing the latency • Blending textures • Sub-animation

  14. 1. Advecting textures • A latency value is ok for a range of velocities (V) • bad motion illusion if V < • texture stretching if V >

  15. 1. Advecting textures • Adapting latency locally • Layers of given latency + masks • Local criterion • cumulated deform = particle integral of |e| • Target deform d*

  16. 1. Advecting textures • Adapting latency locally • Layers of given latency + masks Layer 1: lat1 Layer 2: lat2 (>lat1) Layer 3: lat3 (>lat2) • Local criterion • cumulated deform = particle integral of |e| • Target deform d*

  17. 12 3 1. Advecting textures • Adapting latency locally • Layers of given latency + masks • Local criterion • cumulated deform = particle integral of |e| • Target deform d*

  18. 2. Blending textures • Image textures • Procedural textures

  19. 2. Blending textures: image textures • What to do ? (morphing ?)

  20. Our solution: 2. Blending textures: procedural textures

  21. 3. Sub-animation • Flownoise [Perlin&Neyret 01]

  22. 3. Sub-animation • Flownoise for sub-scales • rotations  vorticity spectrum • Kolmogorov cascade

  23. 3. Sub-animation • Flownoise for sub-scales • rotations  vorticity spectrum < > • Kolmogorov cascade

  24. E CFD sub-grid microscale k = 2p/l k0 ke 3. Sub-animation • Flownoise for sub-scales • rotations  vorticity spectrum < > • Kolmogorov cascade

  25. < > < > 3. Sub-animation • Vorticity energy transfer through scales • distribution law for ( power law ) • only needs to scale it ( estimate ) • Our case: • heterogeneous fluid ( locality -> no Fourier ) • not at equilibrium ( transfer delay -> time ) • user control • relaxation

  26. < > < > 3. Sub-animation • Vorticity energy transfer through scales • distribution law for ( power law ) • only needs to scale it ( estimate ) • Our case: • heterogeneous fluid ( locality -> no Fourier ) • not at equilibrium ( transfer delay -> time ) • user control • relaxation (user-defined parametersbkandgk )

  27. Results

  28. Conclusion • Mixing lo-res CFD and hi-res animated texture: • A model efficient & controllable • Future work: • 3D applications: detailed clouds & avalanches • Better flownoise control • Manage empty space • Hardware procedural shader

  29. Advected textures Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA (Grenoble, France)

  30. Sub-animation parameters • parametersbkandgk: • small b: reactive high b: inertial • small g: viscous high g: light

  31. 1. Advecting textures

  32. 3D

More Related