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.
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
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
ACM Transactions on Graphics (TOG)
Fluid Simulation
Deforming meshes that split and merge
ACM SIGGRAPH 2009 papers
AtelierM++: a fast and accurate marbling system
Multimedia Tools and Applications
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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
Vector fluid: a vector graphics depiction of surface flow
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
Editorial: Special section on Non-Photorealistic Animation and Rendering (NPAR) 2010
Computers and Graphics
Multimedia Tools and Applications
Hi-index | 0.00 |
We present an efficient framework for generating marbled textures that can be exported into a vector graphics format based on an explicit surface tracking method. The proposed method enables artists to create complex and realistic marbling textures that can be used for design purposes. Our algorithm is unique in that the marbling paint on the surface of water is represented as an enclosed contour and is advected by fluid flow to deform the marbling silhouette. In contrast to previous methods, in which the shape is tracked with a concentration density field in Eulerian grids, our approach facilitates greater complexity that is free from grid resolution and per-pixel computation while retaining real-time performance. To forestall the propagation of large vertices, we adaptively resample the contours, exploiting the curvature and the turbulence of the fluid as criteria. At the convection phase, we parallelly advect contour particles on a Graphics Processing Unit (GPU) in addition to applying volume corrections. Finally, we quickly remove extremely thin lines in shapes to remove dozens of vertices. We performed our method with an interactive prototype to demonstrate the robustness of the proposed method in several scenarios.