advected textures

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Advected textures Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA Grenoble, France

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Advected textures. Fabrice Neyret EVASION - GRAVIR / IMAG - INRIA Grenoble, France. Purpose: amplifying fluid simulation. Purpose: amplifying fluid simulation. Why not simply increase resolution ?. Cost: N log(N) / time step with N=1000^3 Storage - PowerPoint PPT Presentation

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Page 1: Advected textures

Advected texturesAdvected textures

Fabrice Neyret

EVASION - GRAVIR / IMAG - INRIA

Grenoble, France

Page 2: Advected textures

Purpose: amplifying fluid simulationPurpose: amplifying fluid simulation

Page 3: Advected textures

Purpose: amplifying fluid simulationPurpose: amplifying fluid simulation

Page 4: Advected textures

Why not simply increase resolution ?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

Page 5: Advected textures

Why not simply increase resolution ?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

Page 6: Advected textures

Why not simply increase resolution ?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

Page 7: Advected textures

Why not simply increase resolution ?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

Page 8: Advected textures

Advecting texturesAdvecting textures

= Advecting u,v [Max&Becker 96, Stam 99]

Regeneration blending 3 dephased textures

(illusion of motion)

latency = life duration

Page 9: Advected textures

Problems with texture advectionProblems with texture advection

Choosing the latency

Blending textures

Sub-animation

11

22

33

Page 10: Advected textures

Problems with texture advectionProblems with texture advection

Choosing the latency

Blending textures

Sub-animation

11

22

33

Page 11: Advected textures

Problems with texture advectionProblems with texture advection

Choosing the latency

Blending textures ghosting effects

Sub-animation

11

22

33

Page 12: Advected textures

Problems with texture advectionProblems with texture advection

Choosing the latency

Blending textures

Sub-animation

11

22

33

Page 13: Advected textures

Problems with texture advectionProblems with texture advection

Choosing the latency

Blending textures

Sub-animation

11

22

33

Page 14: Advected textures

1.1. Advecting textures1.1. Advecting textures

A latency value is ok for a range of velocities (V) bad motion illusion if V < texture stretching if V >

Page 15: Advected textures

1. Advecting textures1. Advecting textures

Adapting latency locally Layers of given latency + masks

Local criterion

– cumulated deform = particle integral of ||

– Target deform d*

Page 16: Advected textures

1. Advecting textures1. 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)

Page 17: Advected textures

1. Advecting textures1. 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 textures2.2. Blending textures

Image textures

Procedural textures

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2. Blending textures: image textures2. Blending textures: image textures

What to do ? (morphing ?)

Page 20: Advected textures

2. Blending textures: procedural textures2. Blending textures: procedural textures

Our solution:

Page 21: Advected textures

3.3. Sub-animation3.3. Sub-animation

Flownoise [Perlin&Neyret 01]

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3. Sub-animation3. Sub-animation

Flownoise for sub-scales

rotations vorticity spectrum

Kolmogorov cascade

Page 23: Advected textures

3. Sub-animation3. Sub-animation

Flownoise for sub-scales

rotations vorticity spectrum < >

Kolmogorov cascade

Page 24: Advected textures

3. Sub-animation3. Sub-animation

Flownoise for sub-scales

rotations vorticity spectrum < >

Kolmogorov cascade

k = k =

EE

kk00 kk

sub-gridsub-gridCFDCFD

microscalemicroscale

Page 25: Advected textures

3. Sub-animation3. 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

< >< >

Page 26: Advected textures

3. Sub-animation3. 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 )

< >< >

Page 27: Advected textures

ResultsResults

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ConclusionConclusion

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

Page 29: Advected textures

Advected texturesAdvected textures

Fabrice Neyret

EVASION - GRAVIR / IMAG - INRIA

(Grenoble, France)

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Sub-animation parametersSub-animation parameters

parameters k and k:

small : reactive high : inertial

small : viscous high : light

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1. Advecting textures1. Advecting textures

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3D 3D

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