Markov-type velocity field for efficiently animating water stream

  • Authors:
  • Purevtsogt Nugjgar;Tadahiro Fujimoto;Norishige Chiba

  • Affiliations:
  • Iwate University, Graduate School of Engineering, Iwate, Japan;Iwate University, Graduate School of Engineering, Iwate, Japan;Iwate University, Graduate School of Engineering, Iwate, Japan

  • Venue:
  • The Visual Computer: International Journal of Computer Graphics
  • Year:
  • 2012

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Abstract

In computer graphics, one of the most challenging tasks is continuously varying phenomena such as waving, swaying, and flowing motions. In this paper, we present a novel hybrid model (physical-stochastic) to create an endless animation in which offline simulation is used to produce an infinitely varying real-time animated result. In this particular case, a water stream model is proposed. Most fully 3D physically based simulation methods for depicting fluid flows are very time and memory consuming. Thus, these methods are still reserved for offline simulations and small-domain real-time simulations, especially in the case of fluid flows with irregularly repeating patterns. The proposed model is based on the tracer particle technique, uses a non-static velocity field, and consists of two main phases. In the first phase, we construct the stochastic velocity field by using the physically based method. The second phase is the main part, in which we create real-time endless animation. Here, we introduce a new type of velocity field which we refer to as a Markov-type velocity field (MTVF). MTVF allows us to animate a water stream endlessly in real-time by avoiding the time-consuming process of solving the corresponding equations for every simulation step.