A Computational Approach to Edge Detection
IEEE Transactions on Pattern Analysis and Machine Intelligence
Generating textures on arbitrary surfaces using reaction-diffusion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A fast level set method for propagating interfaces
Journal of Computational Physics
Surface reconstruction from unorganized points
Surface reconstruction from unorganized points
Applied numerical linear algebra
Applied numerical linear algebra
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Adaptive mesh refinement computation of solidification microstructures using dynamic data structures
Journal of Computational Physics
Computer modelling of fallen snow
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Multiscale finite-difference-diffusion-Monte-Carlo method for simulating dendritic solidification
Journal of Computational Physics
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Digital Image Processing: Concepts, Algorithms, and Scientific Applications
Digital Image Processing: Concepts, Algorithms, and Scientific Applications
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Physically-based visual simulation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator
FCRC '96/WACG '96 Selected papers from the Workshop on Applied Computational Geormetry, Towards Geometric Engineering
A Level Set Approach for the Numerical Simulation of Dendritic Growth
Journal of Scientific Computing
A hybrid algorithm for modeling ice formation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware
SC '05 Proceedings of the 2005 ACM/IEEE conference on Supercomputing
A physically based model of ice
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
A memory model for scientific algorithms on graphics processors
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
Modeling ice dynamics as a thin-film Stefan problem
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
The method for verifying correctness of the shape's changes calculation in the melting block of ice
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
Peta-scale phase-field simulation for dendritic solidification on the TSUBAME 2.0 supercomputer
Proceedings of 2011 International Conference for High Performance Computing, Networking, Storage and Analysis
Scientific computing on commodity graphics hardware
CIS'04 Proceedings of the First international conference on Computational and Information Science
Versatile virtual materials using implicit connectivity
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Visual simulation of freezing ice with air bubbles
SIGGRAPH Asia 2012 Technical Briefs
A material point method for snow simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Hi-index | 0.00 |
The beautiful, branching structure of ice is one of the most striking visual phenomena of the winter landscape. Yet there is little study about modeling this effect in computer graphics. In this paper, we present a novel approach for visual simulation of ice growth. We use a numerical simulation technique from computational physics, the "phase field method," and modify it to allow aesthetic manipulation of ice crystal growth. We present acceleration techniques to achieve interactive simulation performance, as well as a novel geometric sharpening algorithm that removes some of the smoothing artifacts from the implicit representation. We have successfully applied this approach to generate ice crystal growth on 3D object surfaces in several scenes.