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Published byCory Henry Modified over 9 years ago
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Advected textures Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA Grenoble, France
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Purpose: amplifying fluid simulation
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Why not simply increase resolution ? Cost: N log(N) / time step with N=1000^3 Storage Problems with CFD for CG [Lamorlette&Foster 02] Unknown small scale phenomena vs artist desires + phenomenological knowledge
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Why not simply increase resolution ? Cost: N log(N) / time step with N=1000^3 Storage Problems with CFD for CG [Lamorlette&Foster 02] Unknown small scale phenomena vs artist desires + phenomenological knowledge
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Why not simply increase resolution ? Cost: N log(N) / time step with N=1000^3 Storage Problems with CFD for CG [Lamorlette&Foster 02] Unknown small scale phenomena vs artist desires + phenomenological knowledge
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Why not simply increase resolution ? Cost: N log(N) / time step with N=1000^3 Storage Problems with CFD for CG [Lamorlette&Foster 02] Unknown small scale phenomena vs artist desires + phenomenological knowledge
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Advecting textures = Advecting u,v [Max&Becker 96, Stam 99] Regeneration blending 3 dephased textures (illusion of motion) latency = life duration
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Problems with texture advection Choosing the latency Blending textures Sub-animation123
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Problems with texture advection Choosing the latency Blending textures Sub-animation123
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Problems with texture advection Choosing the latency Blending textures ghosting effects Sub-animation123
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Problems with texture advection Choosing the latency Blending textures Sub-animation123
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Problems with texture advection Choosing the latency Blending textures Sub-animation123
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1. 1. Advecting textures A latency value is ok for a range of velocities (V) bad motion illusion if V < texture stretching if V >
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1. Advecting textures Adapting latency locally Layers of given latency + masks Local criterion – – cumulated deform = particle integral of | | – – Target deform d*
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1. Advecting textures Adapting latency locally Layers of given latency + masks Local criterion – – cumulated deform = particle integral of | | – – Target deform d* Layer 1: lat1 Layer 2: lat2 (>lat1) Layer 3: lat3 (>lat2)
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1. Advecting textures Adapting latency locally Layers of given latency + masks Local criterion – – cumulated deform = particle integral of | | – – Target deform d* 1 2 3
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2. 2. Blending textures Image textures Procedural textures
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2. Blending textures: image textures What to do ? (morphing ?)
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2. Blending textures: procedural textures Our solution:
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3. 3. Sub-animation Flownoise [Perlin&Neyret 01]
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3. Sub-animation Flownoise for sub-scales rotations vorticity spectrum Kolmogorov cascade
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3. Sub-animation Flownoise for sub-scales rotations vorticity spectrum Kolmogorov cascade
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3. Sub-animation Flownoise for sub-scales rotations vorticity spectrum Kolmogorov cascade k = E k0k0k0k0 kkkk sub-grid CFD microscale
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3. Sub-animation Vorticity energy transfer through scales distribution law for ( power law ) only needs to scale it ( estimate ) Our case: heterogeneous fluid ( locality no Fourier ) not at equilibrium ( transfer delay time ) user control relaxation
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3. Sub-animation Vorticity energy transfer through scales distribution law for ( power law ) only needs to scale it ( estimate ) Our case: heterogeneous fluid ( locality no Fourier ) not at equilibrium ( transfer delay time ) user control relaxation ( user-defined parameters k and k )
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Results
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Conclusion Mixing lo-res CFD and hi-res animated texture: A model efficient & controllable Future work: –3D applications: detailed clouds & avalanches –Better flownoise control –Manage empty space –Hardware procedural shader
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Advected textures Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA (Grenoble, France)
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Sub-animation parameters parameters k and k: small : reactive high : inertial small : viscous high : light
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1. Advecting textures
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3D
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