TY - GEN
T1 - Vector fluid
T2 - 8th Meeting of the International Symposium on Non-Photorealistic Animation and Rendering, NPAR 2010
AU - Ando, Ryoichi
AU - Tsuruno, Reiji
PY - 2010/7/23
Y1 - 2010/7/23
N2 - We present a simple technique for creating fluid silhouettes described with vector graphics, which we call "Vector Fluid." In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi (See Figure 1). The fundamental principle behind our method is that contours of solid regions should not collide. This means that if the initial shape of the region is a concave polygon, that shape should maintain its topology so that it can be rendered as a regular concave polygon, no matter how irregularly the contour is distorted by advection. In contrast to other techniques, our approach explicitly neglects topology changes to track surfaces in a trade off of computational cost and complexity. We also introduce an adaptive contour sampling technique to reduce this extra cost. We explore specific examples in 2D for art oriented usage and show applications and robustness of our method to exhibit organic fluid components. We also demonstrate how to port our entire algorithm onto a GPU to boost interactive performance for complex scenes.
AB - We present a simple technique for creating fluid silhouettes described with vector graphics, which we call "Vector Fluid." In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi (See Figure 1). The fundamental principle behind our method is that contours of solid regions should not collide. This means that if the initial shape of the region is a concave polygon, that shape should maintain its topology so that it can be rendered as a regular concave polygon, no matter how irregularly the contour is distorted by advection. In contrast to other techniques, our approach explicitly neglects topology changes to track surfaces in a trade off of computational cost and complexity. We also introduce an adaptive contour sampling technique to reduce this extra cost. We explore specific examples in 2D for art oriented usage and show applications and robustness of our method to exhibit organic fluid components. We also demonstrate how to port our entire algorithm onto a GPU to boost interactive performance for complex scenes.
UR - http://www.scopus.com/inward/record.url?scp=77954716972&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77954716972&partnerID=8YFLogxK
U2 - 10.1145/1809939.1809954
DO - 10.1145/1809939.1809954
M3 - Conference contribution
AN - SCOPUS:77954716972
SN - 9781450301244
T3 - NPAR Symposium on Non-Photorealistic Animation and Rendering
SP - 129
EP - 135
BT - Proceedings of NPAR 2010
Y2 - 7 June 2010 through 10 June 2010
ER -