SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 1999 conference on Graphics interface '99
Digital Image Warping
Structural modeling of flames for a production environment
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A simple fluid solver based on the FFT
Journal of Graphics Tools
Cartoon rendering of smoke animations
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Directable photorealistic liquids
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Texture optimization for example-based synthesis
ACM SIGGRAPH 2005 Papers
Simulation of smoke based on vortex filament primitives
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modeling and animating gases with simulation features
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synthesizing 2D directional moving texture
Proceedings of the 21st spring conference on Computer graphics
Appearance-space texture synthesis
ACM SIGGRAPH 2006 Papers
A texture synthesis method for liquid animations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Flow simulation with locally-refined LBM
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Curl-noise for procedural fluid flow
ACM SIGGRAPH 2007 papers
Video watercolorization using bidirectional texture advection
ACM SIGGRAPH 2007 papers
Part III: dynamic texture synthesis
ACM SIGGRAPH 2007 courses
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
3D photodynamic tool using a single 2D image with 3D velocity primitives and physical effects
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Coherent noise for non-photorealistic rendering
ACM SIGGRAPH 2011 papers
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
Mid-level smoke control for 2D animation
Proceedings of Graphics Interface 2011
ACM SIGGRAPH 2011 Posters
Real-time realistic illumination and shading of stratiform clouds
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Feature-guided dynamic texture synthesis on continuous flows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Multimedia Tools and Applications
Generative fluid profiles for interactive media arts projects
Proceedings of the Symposium on Computational Aesthetics
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Game and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to allow artists to increase the details of flowing water, foam, lava, mud, flames, cloud layers, etc.Our first contribution is a new algorithm for advecting textures, which compromises between two contradictory requirements: continuity in space and time and preservation of statistical texture properties. It consist of combining layers of advected (periodically regenerated) parameterizations according to a criterion based on the local accumulated deformation. To correctly achieve this combination, we introduce a way of blending procedural textures while avoiding classical interpolation artifacts. Lastly, we propose a scheme to add and control small scale texture animation amplifying the low resolution simulation. Our results illustrate how these three contributions solve the major visual flaws of textured fluids.