Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Interactive manipulation of rigid body simulations
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Synthesis of bidirectional texture functions on arbitrary surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Parallel controllable texture synthesis
ACM SIGGRAPH 2005 Papers
Texture optimization for example-based synthesis
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Appearance-space texture synthesis
ACM SIGGRAPH 2006 Papers
Appearance manifolds for modeling time-variant appearance of materials
ACM SIGGRAPH 2006 Papers
ACM Transactions on Graphics (TOG)
Detail-preserving fluid control
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
Animating animal motion from still
ACM SIGGRAPH Asia 2008 papers
Deformable object animation using reduced optimal control
ACM SIGGRAPH 2009 papers
Example-based hair geometry synthesis
ACM SIGGRAPH 2009 papers
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
RepFinder: finding approximately repeated scene elements for image editing
ACM SIGGRAPH 2010 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH Asia 2010 papers
Free-flowing granular materials with two-way solid coupling
ACM SIGGRAPH Asia 2010 papers
ACM SIGGRAPH 2011 papers
Data-driven elastic models for cloth: modeling and measurement
ACM SIGGRAPH 2011 papers
Solid simulation with oriented particles
ACM SIGGRAPH 2011 papers
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
Interactive hybrid simulation of large-scale traffic
Proceedings of the 2011 SIGGRAPH Asia Conference
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
IEEE Transactions on Visualization and Computer Graphics
Curls gone wild: hair simulation in Brave
ACM SIGGRAPH 2012 Talks
A statistical similarity measure for aggregate crowd dynamics
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
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Many natural phenomena consist of geometric elements with dynamic motions characterized by small scale repetitions over large scale structures, such as particles, herds, threads, and sheets. Due to their ubiquity, controlling the appearance and behavior of such phenomena is important for a variety of graphics applications. However, such control is often challenging; the repetitive elements are often too numerous for manual edit, while their overall structures are often too versatile for fully automatic computation. We propose a method that facilitates easy and intuitive controls at both scales: high-level structures through spatial-temporal output constraints (e.g. overall shape and motion of the output domain), and low-level details through small input exemplars (e.g. element arrangements and movements). These controls are suitable for manual specification, while the corresponding geometric and dynamic repetitions are suitable for automatic computation. Our system takes such user controls as inputs, and generates as outputs the corresponding repetitions satisfying the controls. Our method, which we call dynamic element textures, aims to produce such controllable repetitions through a combination of constrained optimization (satisfying controls) and data driven computation (synthesizing details). We use spatial-temporal samples as the core representation for dynamic geometric elements. We propose analysis algorithms for decomposing small scale repetitions from large scale themes, as well as synthesis algorithms for generating outputs satisfying user controls. Our method is general, producing a range of artistic effects that previously required disparate and specialized techniques.