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
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
dc.description.urihttps://dl.acm.org/citation.cfm?doid=1179849.1179929en
dc.format.extent1 pageen
dc.genretechnical sketchen
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
dc.identifier.urihttps://doi.org/10.1145/1179849.1179929
dc.identifier.urihttp://hdl.handle.net/11603/14587
dc.language.isoenen
dc.publisherACMen
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.subjectUMBC Computer Animation Lab
dc.subjecttexture synthesisen
dc.subjecttexture mappingen
dc.subjectsurface texturingen
dc.subjectnatural phenomenaen
dc.subjectphysically based animationen
dc.subjectfluid simulationen
dc.subjectsurface trackingen
dc.subjectsurface modelingen
dc.subjectsemi-Lagrangian contouringen
dc.titleA Texture Synthesis Method for Liquid Animationsen
dc.typeTexten

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