A Texture Synthesis Method for Liquid Animations

dc.contributor.authorBargteil, Adam W.
dc.contributor.authorSin, Funshing
dc.contributor.authorMichaels, Jonathan E.
dc.contributor.authorGoktekin, Tolga G.
dc.contributor.authorO’Brien, James F.
dc.date.accessioned2019-09-19T15:08:53Z
dc.date.available2019-09-19T15:08:53Z
dc.date.issued2006-08-03
dc.descriptionACM SIGGRAPH 2006 Sketches.en_US
dc.description.abstractLiquid simulation techniques have become a standard tool in production environments, producing extremely realistic liquid motion in a variety of films, commercials, and video games. Surface texturing is an essential computer graphics tool, which gives artists additional control over their results by allowing them to stylize surfaces or add detail to a lowresolution simulations. For example, an artist could use texturing techniques to add the appearance of foam to a wave, bubbles to beer, or fat globules to soup. Unfortunately, texturing liquid surfaces is difficult because the surfaces have no inherent parameterization. Creating a temporally consistent parameterization is extremely difficult for two primary reasons. First, liquid simulations are characterized by their complex and frequent topological changes. These topological changes result in significant discontinuities in any parameter tracked on the surface. Second, liquid surfaces tend to stretch and compress dramatically over the course of a simulation. Similarly, an advected parameterization will also stretch and compress. For these reasons, advected texture coordinates are often unsuitable for texturing liquid surfaces. In this sketch we present a method for generating textures on animated liquid surfaces. Rather than advecting texture coordinates on the surface, we synthesize a new texture at every frame. We initialize the texture with color values advected from the surface at the previous frame. We then run an optimization procedure which attempts to match the surface texture to an input sample texture and, for temporal coherence, the advected colors.en_US
dc.description.urihttps://dl.acm.org/citation.cfm?doid=1179849.1179929en_US
dc.format.extent1 pageen_US
dc.genretechnical sketchen_US
dc.identifierdoi:10.13016/m2j3tc-0tmx
dc.identifier.citationAdam W. Bargteil, et.al, A Texture Synthesis Method for Liquid Animations, ACM SIGGRAPH 2006 Sketches Article No. 64, DOI: 10.1145/1179849.1179929en_US
dc.identifier.urihttps://doi.org/10.1145/1179849.1179929
dc.identifier.urihttp://hdl.handle.net/11603/14587
dc.language.isoen_USen_US
dc.publisherACMen_US
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department Collection
dc.rightsThis item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.
dc.subjecttexture synthesisen_US
dc.subjecttexture mappingen_US
dc.subjectsurface texturingen_US
dc.subjectnatural phenomenaen_US
dc.subjectphysically based animationen_US
dc.subjectfluid simulationen_US
dc.subjectsurface trackingen_US
dc.subjectsurface modelingen_US
dc.subjectsemi-Lagrangian contouringen_US
dc.subjectUMBC Computer Animation Lab
dc.titleA Texture Synthesis Method for Liquid Animationsen_US
dc.typeTexten_US

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Bargteil-2006-ATSs.pdf
Size:
1.88 MB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
2.56 KB
Format:
Item-specific license agreed upon to submission
Description: