Stream-guided smoke simulations Sato, Syuhei; Dobashi, Yoshinori; Kim, Theodore
ACM transactions on graphics,
07/2021, Letnik:
40, Številka:
4
Journal Article
Recenzirano
Odprti dostop
High-resolution fluid simulations are computationally expensive, so many post-processing methods have been proposed to add turbulent details to low-resolution flows. Guiding methods are one promising ...approach for adding naturalistic, detailed motions as a post-process, but can be inefficient. Thus, we propose a novel, efficient method that formulates fluid guidance as a minimization problem in stream function space. Input flows are first converted into stream functions, and a high resolution flow is then computed via optimization. The resulting problem sizes are much smaller than previous approaches, resulting in faster computation times. Additionally, our method does not require an expensive pressure projection, but still preserves mass. The method is both easy to implement and easy to control, as the user can control the degree of guiding with a single, intuitive parameter. We demonstrate the effectiveness of our method across various examples.
We present an interactive modeling system for Japanese castles. We develop an user interface that can generate the fundamental structure of the castle tower consisting of stone walls, turrets, and ...roofs. By clicking on the screen displaying the 3D space with the mouse, relevant parameters are calculated automatically to generate 3D models of Japanese-style castles. We use characteristic curves that often appear in ancient Japanese architecture for the realistic modeling of the castles. We evaluate the effectiveness of our method by comparing the castle generated by our method with a commercially-available 3D mode of a castle.
The computational cost for creating realistic fluid animations by numerical simulation is generally expensive. In digital production environments, existing precomputed fluid animations are often ...reused for different scenes in order to reduce the cost of creating scenes containing fluids. However, applying the same animation to different scenes often produces unacceptable results, so the animation needs to be edited. In order to help animators with the editing process, we develop a novel method for synthesizing the desired fluid animations by combining existing flow data. Our system allows the user to place flows at desired positions and combine them. We do this by interpolating velocities at the boundaries between the flows. The interpolation is formulated as a minimization problem of an energy function, which is designed to take into account the inviscid, incompressible Navier-Stokes equations. Our method focuses on smoke simulations defined on a uniform grid. We demonstrate the potential of our method by showing a set of examples, including a large-scale sandstorm created from a few flow data simulated in a small-scale space.
Example-based turbulence style transfer Sato, Syuhei; Dobashi, Yoshinori; Kim, Theodore ...
ACM transactions on graphics,
2018, Letnik:
37, Številka:
4
Journal Article
Recenzirano
Odprti dostop
Generating realistic fluid simulations remains computationally expensive, and animators can expend enormous effort trying to achieve a desired motion. To reduce such costs, several methods have been ...developed in which high-resolution turbulence is synthesized as a post process. Since global motion can then be obtained using a fast, low-resolution simulation, less effort is needed to create a realistic animation with the desired behavior. While much research has focused on accelerating the low-resolution simulation, the problem controlling the behavior of the turbulent, high-resolution motion has received little attention. In this paper, we show that
style transfer
methods from image editing can be adapted to transfer the turbulent style of an existing fluid simulation onto a new one. We do this by extending example-based image synthesis methods to handle velocity fields using a combination of patch-based and optimization-based texture synthesis. This approach allows us to take into account the incompressibility condition, which we have found to be a important factor during synthesis. Using our method, a user can easily and intuitively create high-resolution fluid animations that have a desired turbulent motion.
Bidirectional path tracing (BPT) with multiple importance sampling (MIS) is a popular technique for rendering realistic images. Recently, it has been shown that BPT can be improved by preparing ...multiple light sub-paths and by resampling a small number of light sub-paths from them to generate full paths with large contribution. Traditionally, for MIS weights, the balance heuristic has widely been used to minimize the upper bound of variance, where each full path is weighted in proportion to the probability of the path. Although the probability of the path can change due to the resampling process, the weighting functions used in the previous methods remain unaffected by the change in probability, resulting in less efficiency. To address this problem, we propose new weighting functions for BPT with multiple light sub-paths. Our main contribution is a precise formulation of the variance and the derivation of the weighting functions that can appropriately treat the change in probability. We demonstrate that our weighting functions significantly improve the image quality. We will release a simple version of our implementation as open source to ensure reproducibility.
A great deal of attention has been devoted to the fabrication of reflectors that can display different color images when viewed from different directions not only in industry but also for the arts. ...Although such reflectors have previously been successfully fabricated, the number of images displayed has been limited to two or they suffer from ghosting artifacts where mixed images appear. Furthermore, the previous methods need special hardware and/or materials to fabricate the reflectors. Thus, those techniques are not suitable for printing reflectors on everyday personal objects made of different materials, such as name cards, letter sheets, envelopes, and plastic cases. To overcome these limitations, we propose a method for fabricating reflectors using a standard ultraviolet printer (UV printer). UV printer can render a specified 2D color pattern on an arbitrary material and by overprinting the printed pattern can be raised, that is, the printed pattern becomes a microstructure having color and height. We propose using these micro structures to formulate a method for designing spatially varying reflections that can display different target images when viewed from different directions. The microstructure is calculated by minimizing an objective function that measures the differences between the intensities of the light reflected from the reflector and that of the target image. We show several fabricated reflectors to demonstrate the usefulness of the proposed method.
We propose a method of three-dimensional (3D) modeling of volumetric fluid phenomena from sparse multi-view images (e.g., only a single-view input or a pair of front- and side-view inputs). The ...volume determined from such sparse inputs using previous methods appears blurry and unnatural with novel views; however, our method preserves the appearance of novel viewing angles by transferring the appearance information from input images to novel viewing angles. For appearance information, we use histograms of image intensities and steerable coefficients. We formulate the volume modeling as an energy minimization problem with statistical hard constraints, which is solved using an expectation maximization (EM)-like iterative algorithm. Our algorithm begins with a rough estimate of the initial volume modeled from the input images, followed by an iterative process whereby we first render the images of the current volume with novel viewing angles. Then, we modify the rendered images by transferring the appearance information from the input images, and we thereafter model the improved volume based on the modified images. We iterate these operations until the volume converges. We demonstrate our method successfully provides natural-looking volume sequences of fluids (i.e., fire, smoke, explosions, and a water splash) from sparse multi-view videos. To create production-ready fluid animations, we further propose a method of rendering and editing fluids using a commercially available fluid simulator.
The music game is one of the popular game styles where a player is typically requested to take specific actions at specific moments corresponding to the prominent acoustic epoch in the music playing ...in the background. Stage data for such games record a sequence of actions the player has to take. Creating such data is a difficult task that requires skilled artists. It is also time-consuming because such games require multiple sequences with different difficulty levels. We propose a method for generating sparse stage data with lower difficulty levels by expressing the position of the target by a certain representation of rhythm.
In this paper, we present a three-dimensional (3D) digitization technique for natural objects, such as insects and plants. The key idea is to combine X-ray computed tomography (CT) and photographs to ...obtain both complicated 3D shapes and surface textures of target specimens. We measure a specimen by using an X-ray CT device and a digital camera to obtain a CT volumetric image (volume) and multiple photographs. We then reconstruct a 3D model by segmenting the CT volume and generate a texture by projecting the photographs onto the model. To achieve this reconstruction, we introduce a technique for estimating a camera position for each photograph. We also present techniques for merging multiple textures generated from multiple photographs and recovering missing texture areas caused by occlusion. We illustrate the feasibility of our 3D digitization technique by digitizing 3D textured models of insects and flowers. The combination of X-ray CT and a digital camera makes it possible to successfully digitize specimens with complicated 3D structures accurately and allows us to browse both surface colors and internal structures.
We propose a stable and efficient particle‐based method for simulating highly viscous fluids that can generate coiling and buckling phenomena and handle variable viscosity. In contrast to previous ...methods that use explicit integration, our method uses an implicit formulation to improve the robustness of viscosity integration, therefore enabling use of larger time steps and higher viscosities. We use Smoothed Particle Hydrodynamics to solve the full form of viscosity, constructing a sparse linear system with a symmetric positive definite matrix, while exploiting the variational principle that automatically enforces the boundary condition on free surfaces. We also propose a new method for extracting coefficients of the matrix contributed by second‐ring neighbor particles to efficiently solve the linear system using a conjugate gradient solver. Several examples demonstrate the robustness and efficiency of our implicit formulation over previous methods and illustrate the versatility of our method.