VEA 2012: Real-time ink simulation using a grid-particle method

  • Authors:
  • Shibiao Xu;Xing Mei;Weiming Dong;Zhiyi Zhang;Xiaopeng Zhang

  • Affiliations:
  • National Laboratory of Pattern Recognition, NLPR-LIAMA, Institute of Automation, Chinese Academy of Sciences, Beijing 100190, China;National Laboratory of Pattern Recognition, NLPR-LIAMA, Institute of Automation, Chinese Academy of Sciences, Beijing 100190, China;National Laboratory of Pattern Recognition, NLPR-LIAMA, Institute of Automation, Chinese Academy of Sciences, Beijing 100190, China;National Laboratory of Pattern Recognition, NLPR-LIAMA, Institute of Automation, Chinese Academy of Sciences, Beijing 100190, China;National Laboratory of Pattern Recognition, NLPR-LIAMA, Institute of Automation, Chinese Academy of Sciences, Beijing 100190, China

  • Venue:
  • Computers and Graphics
  • Year:
  • 2012

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Abstract

This paper presents an effective method to simulate the ink diffusion process in real time that yields realistic visual effects. Our algorithm updates the dynamic ink volume using a hybrid grid-particle method: the fluid velocity field is calculated with a low-resolution grid structure, whereas the highly detailed ink effects are controlled and visualized with the particles. To facilitate user interaction and extend this method, we propose a particle-guided method that allows artists to design the overall states using the coarse-resolution particles and to preview the motion quickly. To treat coupling with solids and other fluids, we update the grid-particle representation with no-penetration boundary conditions and implicit interaction conditions. To treat moving ''ink-emitting'' objects, we introduce an extra drag-force model to enhance the particle motion effects; this force might not be physically accurate, but it proves effective for producing animations. We also propose an improved ink rendering method that uses particle sprites and motion blurring techniques. The simulation and the rendering processes are efficiently implemented on graphics hardware at interactive frame rates. Compared to traditional fluid simulation methods that treat water and ink as two mixable fluids, our method is simple but effective: it captures various ink effects, such as pinned boundaries (Nelson, 2005 [1]) and filament patterns (Shiny et al., 2010 [2]), while still running in real time, it allows easy control of the animation, it includes basic solid-fluid interactions, and it can address multiple ink sources without complex interface tracking. Our method is attractive for animation production and art design.