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SIGGRAPH 2005 신 승 호 신 승 호
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Water Drops on Surfaces Huamin Wang Peter J. Mucha Greg Turk Georgia Institute of Technology
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Introduction Small-scale liquid motions such as water drops, Surface tension effect become too strong. The core algorithm is a virtual surface method. Fluid solver represents and updates the liquid surface using the particle level set method.
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Algorithm Overview Euler method to solve for viscous momentum diffusion. External forces such as gravity update the velocity field. Semi-Lagrangian method to calculate the velocity advection. Projection step solves a Poisson equation to make the velocity field divergent free. We complete the signed distance function by the fast marching algorithm.
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Physical Background Pressure difference across the surface. Surface tension dependent with mean curvature k. Three different interface Liquid-air, Liquid-solid, solid-air. : Stable contact angle. : Interfacial tension coefficients. (1) (2)
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Virtual Surface : curved contact line between solid surface and liquid surface : solid surface normal : liquid surface normal
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Dynamic Contact Angle Model Using two stable contact angles : receding (minimum) stable contact angle : advancing (maximum) stable contact angle Wettable solid surfaces : wetted advancing contact angle
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Applications and Results Shape of Drops with different stable contact angles
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Shell Maps Serban D. Porumbescu Brian Budge Louis Feng Kenneth I. Joy Institute for Data Analysis and Visualization Computer Science Department University of California, Davis
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Introduction Shell map is a bijective(one-to-one) mapping between shell space and texture space. Shell maps allow considerable flexibility object. Texture space can contain geometric objects, procedural volume textures, scalar fields, or others.
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Offset Surface Generation Shell space is the region between a base surface and an offset surface to the base. S and So must have the same number of triangles and the same mesh connectivity. So should have no self intersections and should not intersect S.
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Prisms and Tetrahedra Construction Prisms in shell space correspond to prisms in texture space. Prisms are split into three tetrahedra.
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Modeling and Rendering with Shell Maps Geometry textures can be rendered using ray-tracing. Rays intersect tetrahedra in shell space (a). Points marched in shell space are transformed to texture space for density calculations. This method effectively traces curved rays through texture space (b).
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Results Increase in geometric distortion as the offset height. Green base surface pinches back on itself and the resulting blue offset surface is restricted in height.
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Results weave texture Star pattern
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