Title: Advected%20textures
1Advected textures
- Fabrice Neyret
- EVASION - GRAVIR / IMAG - INRIA
- Grenoble, France
2Purpose amplifying fluid simulation
3Purpose amplifying fluid simulation
4Why not simply increase resolution ?
- Cost N log(N) / time step with N10003
- Storage
- Problems with CFD for CG LamorletteFoster 02
- Unknown small scale phenomena vs artist
desires phenomenological knowledge
5Why not simply increase resolution ?
- Cost N log(N) / time step with N10003
- Storage
- Problems with CFD for CG LamorletteFoster 02
- Unknown small scale phenomena vs artist
desires phenomenological knowledge
6Why not simply increase resolution ?
- Cost N log(N) / time step with N10003
- Storage
- Problems with CFD for CG LamorletteFoster 02
- Unknown small scale phenomena vs artist
desires phenomenological knowledge
7Why not simply increase resolution ?
- Cost N log(N) / time step with N10003
- Storage
- Problems with CFD for CG LamorletteFoster 02
- Unknown small scale phenomena vs artist
desires phenomenological knowledge
8Advecting textures
- Advecting u,v MaxBecker 96, Stam 99
- Regeneration
- blending 3 dephased textures (illusion of
motion) - latency life duration
9Problems with texture advection
- Choosing the latency
- Blending textures
- Sub-animation
-
1 2 3
10Problems with texture advection
- Choosing the latency
- Blending textures
- Sub-animation
-
1 2 3
11Problems with texture advection
- Choosing the latency
- Blending textures
- ghosting effects
- Sub-animation
-
1 2 3
12Problems with texture advection
- Choosing the latency
- Blending textures
- Sub-animation
-
1 2 3
13Problems with texture advection
- Choosing the latency
- Blending textures
- Sub-animation
-
1 2 3
141. Advecting textures
- A latency value is ok for a range of velocities
(V) - bad motion illusion if V lt
- texture stretching if V gt
151. Advecting textures
- Adapting latency locally
- Layers of given latency masks
- Local criterion
- cumulated deform particle integral of e
- Target deform d
161. Advecting textures
- Adapting latency locally
- Layers of given latency masks
Layer 1 lat1 Layer 2 lat2 (gtlat1) Layer 3
lat3 (gtlat2)
- Local criterion
- cumulated deform particle integral of e
- Target deform d
171. Advecting textures
- Adapting latency locally
- Layers of given latency masks
- Local criterion
- cumulated deform particle integral of e
- Target deform d
182. Blending textures
- Image textures
- Procedural textures
192. Blending textures image textures
- What to do ? (morphing ?)
202. Blending textures procedural textures
213. Sub-animation
- Flownoise PerlinNeyret 01
223. Sub-animation
- Flownoise for sub-scales
- rotations ? vorticity spectrum
- Kolmogorov cascade
233. Sub-animation
- Flownoise for sub-scales
- rotations ? vorticity spectrum lt gt
- Kolmogorov cascade
243. Sub-animation
- Flownoise for sub-scales
- rotations ? vorticity spectrum lt gt
- Kolmogorov cascade
253. Sub-animation
- Vorticity energy transfer through scales
- distribution law for ( power law
) - only needs to scale it ( estimate
) - Our case
- heterogeneous fluid ( locality -gt no Fourier
) - not at equilibrium ( transfer delay -gt
time ) - user control
- relaxation
263. Sub-animation
- Vorticity energy transfer through scales
- distribution law for ( power law
) - only needs to scale it ( estimate
) - Our case
- heterogeneous fluid ( locality -gt no Fourier
) - not at equilibrium ( transfer delay -gt
time ) - user control
- relaxation (user-defined
parameters bk and gk )
27Results
28Conclusion
- 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
29Advected textures
- Fabrice Neyret
- EVASION - GRAVIR / IMAG - INRIA
- (Grenoble, France)
30Sub-animation parameters
- parameters bk and gk
- small b reactive high b inertial
- small g viscous high g light
311. Advecting textures
32 3D
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