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Advected%20textures

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Advected textures. Fabrice Neyret. EVASION - GRAVIR / IMAG - INRIA ... Problems with texture advection. Choosing the latency. Blending textures. Sub-animation ... – PowerPoint PPT presentation

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Title: Advected%20textures


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 N10003
  • Storage
  • Problems with CFD for CG LamorletteFoster 02
  • Unknown small scale phenomena vs artist
    desires phenomenological knowledge

5
Why 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

6
Why 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

7
Why 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

8
Advecting textures
  • Advecting u,v MaxBecker 96, Stam 99
  • Regeneration
  • blending 3 dephased textures (illusion of
    motion)
  • latency life duration

9
Problems with texture advection
  • Choosing the latency
  • Blending textures
  • Sub-animation

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

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

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

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

1 2 3
14
1. Advecting textures
  • A latency value is ok for a range of velocities
    (V)
  • bad motion illusion if V lt
  • texture stretching if V gt

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 (gtlat1) Layer 3
lat3 (gtlat2)
  • Local criterion
  • cumulated deform particle integral of e
  • Target deform d

17
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
2. Blending textures procedural textures
21
3. Sub-animation
  • Flownoise PerlinNeyret 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 lt gt
  • Kolmogorov cascade

24
3. Sub-animation
  • Flownoise for sub-scales
  • rotations ? vorticity spectrum lt gt
  • 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 -gt no Fourier
    )
  • not at equilibrium ( transfer delay -gt
    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 -gt no Fourier
    )
  • not at equilibrium ( transfer delay -gt
    time )
  • user control
  • relaxation (user-defined
    parameters bk and gk )

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
  • parameters bk and gk
  • small b reactive high b inertial
  • small g viscous high g light

31
1. Advecting textures
32
3D
33
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