Fronts propagating with curvature-dependent speed: algorithms based on Hamilton-Jacobi formulations
Journal of Computational Physics
OpenGL programming guide (2nd ed.): the official guide to learning OpenGL version 1.1.
OpenGL programming guide (2nd ed.): the official guide to learning OpenGL version 1.1.
Journal of Computational Physics
Three-Dimensional Front Tracking
SIAM Journal on Scientific Computing
Computational fluid dynamics in a traditional animation environment
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A front-tracking method for the computations of multiphase flow
Journal of Computational Physics
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Cartoon rendering of smoke animations
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
ACM SIGGRAPH 2004 Papers
Real-time rendering of cartoon smoke and clouds
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Digital Marbling: A Multiscale Fluid Model
IEEE Transactions on Visualization and Computer Graphics
A method for cartoon-style rendering of liquid animations
GI '07 Proceedings of Graphics Interface 2007
Deforming meshes that split and merge
ACM SIGGRAPH 2009 papers
Fast and robust tracking of fluid surfaces
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Robust Topological Operations for Dynamic Explicit Surfaces
SIAM Journal on Scientific Computing
A fast and accurate semi-Lagrangian particle level set method
Computers and Structures
Extended papers from NPAR 2010: Vector graphics depicting marbling flow
Computers and Graphics
A lightweight, procedural, vector watercolor painting engine
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We present a simple technique for creating fluid silhouettes described with vector graphics, which we call "Vector Fluid." In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi (See Figure 1). The fundamental principle behind our method is that contours of solid regions should not collide. This means that if the initial shape of the region is a concave polygon, that shape should maintain its topology so that it can be rendered as a regular concave polygon, no matter how irregularly the contour is distorted by advection. In contrast to other techniques, our approach explicitly neglects topology changes to track surfaces in a trade off of computational cost and complexity. We also introduce an adaptive contour sampling technique to reduce this extra cost. We explore specific examples in 2D for art oriented usage and show applications and robustness of our method to exhibit organic fluid components. We also demonstrate how to port our entire algorithm onto a GPU to boost interactive performance for complex scenes.