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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

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advected textures

Advected textures

Fabrice Neyret

EVASION - GRAVIR / IMAG - INRIA

Grenoble, France

why not simply increase resolution
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
why not simply increase resolution1
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
why not simply increase resolution2
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
why not simply increase resolution3
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
advecting textures
Advecting textures
  • = Advecting u,v [Max&Becker 96, Stam 99]
  • Regeneration
    • blending 3 dephased textures (illusion of motion)
    • latency = life duration
problems with texture advection
Problems with texture advection

1

2

3

  • Choosing the latency
  • Blending textures
  • Sub-animation
problems with texture advection1
Problems with texture advection

1

2

3

  • Choosing the latency
  • Blending textures
  • Sub-animation
problems with texture advection2
Problems with texture advection

1

2

3

  • Choosing the latency
  • Blending textures
    • ghosting effects
  • Sub-animation
problems with texture advection3
Problems with texture advection

1

2

3

  • Choosing the latency
  • Blending textures
  • Sub-animation
problems with texture advection4
Problems with texture advection

1

2

3

  • Choosing the latency
  • Blending textures
  • Sub-animation
1 advecting textures
1. Advecting textures
  • A latency value is ok for a range of velocities (V)
    • bad motion illusion if V <
    • texture stretching if V >
1 advecting textures1
1. Advecting textures
  • Adapting latency locally
    • Layers of given latency + masks
  • Local criterion
    • cumulated deform = particle integral of |e|
    • Target deform d*
1 advecting textures2
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*
1 advecting textures3

12 3

1. Advecting textures
  • Adapting latency locally
    • Layers of given latency + masks
  • Local criterion
    • cumulated deform = particle integral of |e|
    • Target deform d*
2 blending textures
2. Blending textures
  • Image textures
  • Procedural textures
2 blending textures image textures
2. Blending textures: image textures
  • What to do ? (morphing ?)
3 sub animation
3. Sub-animation
  • Flownoise [Perlin&Neyret 01]
3 sub animation1
3. Sub-animation
  • Flownoise for sub-scales
    • rotations  vorticity spectrum
    • Kolmogorov cascade
3 sub animation2
3. Sub-animation
  • Flownoise for sub-scales
    • rotations  vorticity spectrum < >
    • Kolmogorov cascade
3 sub animation3

E

CFD

sub-grid

microscale

k = 2p/l

k0

ke

3. Sub-animation
  • Flownoise for sub-scales
    • rotations  vorticity spectrum < >
    • Kolmogorov cascade
3 sub animation4

< >

< >

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
3 sub animation5

< >

< >

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 )
conclusion
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
advected textures1

Advected textures

Fabrice Neyret

EVASION - GRAVIR / IMAG - INRIA

(Grenoble, France)

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