抄録
We present an efficient framework for generating marbled textures that can be exported into a vector graphics format based on an explicit surface tracking method. The proposed method enables artists to create complex and realistic marbling textures that can be used for design purposes. Our algorithm is unique in that the marbling paint on the surface of water is represented as an enclosed contour and is advected by fluid flow to deform the marbling silhouette. In contrast to previous methods, in which the shape is tracked with a concentration density field in Eulerian grids, our approach facilitates greater complexity that is free from grid resolution and per-pixel computation while retaining real-time performance. To forestall the propagation of large vertices, we adaptively resample the contours, exploiting the curvature and the turbulence of the fluid as criteria. At the convection phase, we parallelly advect contour particles on a Graphics Processing Unit (GPU) in addition to applying volume corrections. Finally, we quickly remove extremely thin lines in shapes to remove dozens of vertices. We performed our method with an interactive prototype to demonstrate the robustness of the proposed method in several scenarios.
元の言語 | 英語 |
---|---|
ページ(範囲) | 148-159 |
ページ数 | 12 |
ジャーナル | Computers and Graphics (Pergamon) |
巻 | 35 |
発行部数 | 1 |
DOI | |
出版物ステータス | 出版済み - 2 1 2011 |
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All Science Journal Classification (ASJC) codes
- Engineering(all)
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
これを引用
Vector graphics depicting marbling flow. / Ando, Ryoichi; Tsuruno, Reiji.
:: Computers and Graphics (Pergamon), 巻 35, 番号 1, 01.02.2011, p. 148-159.研究成果: ジャーナルへの寄稿 › 記事
}
TY - JOUR
T1 - Vector graphics depicting marbling flow
AU - Ando, Ryoichi
AU - Tsuruno, Reiji
PY - 2011/2/1
Y1 - 2011/2/1
N2 - We present an efficient framework for generating marbled textures that can be exported into a vector graphics format based on an explicit surface tracking method. The proposed method enables artists to create complex and realistic marbling textures that can be used for design purposes. Our algorithm is unique in that the marbling paint on the surface of water is represented as an enclosed contour and is advected by fluid flow to deform the marbling silhouette. In contrast to previous methods, in which the shape is tracked with a concentration density field in Eulerian grids, our approach facilitates greater complexity that is free from grid resolution and per-pixel computation while retaining real-time performance. To forestall the propagation of large vertices, we adaptively resample the contours, exploiting the curvature and the turbulence of the fluid as criteria. At the convection phase, we parallelly advect contour particles on a Graphics Processing Unit (GPU) in addition to applying volume corrections. Finally, we quickly remove extremely thin lines in shapes to remove dozens of vertices. We performed our method with an interactive prototype to demonstrate the robustness of the proposed method in several scenarios.
AB - We present an efficient framework for generating marbled textures that can be exported into a vector graphics format based on an explicit surface tracking method. The proposed method enables artists to create complex and realistic marbling textures that can be used for design purposes. Our algorithm is unique in that the marbling paint on the surface of water is represented as an enclosed contour and is advected by fluid flow to deform the marbling silhouette. In contrast to previous methods, in which the shape is tracked with a concentration density field in Eulerian grids, our approach facilitates greater complexity that is free from grid resolution and per-pixel computation while retaining real-time performance. To forestall the propagation of large vertices, we adaptively resample the contours, exploiting the curvature and the turbulence of the fluid as criteria. At the convection phase, we parallelly advect contour particles on a Graphics Processing Unit (GPU) in addition to applying volume corrections. Finally, we quickly remove extremely thin lines in shapes to remove dozens of vertices. We performed our method with an interactive prototype to demonstrate the robustness of the proposed method in several scenarios.
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UR - http://www.scopus.com/inward/citedby.url?scp=78650160988&partnerID=8YFLogxK
U2 - 10.1016/j.cag.2010.11.002
DO - 10.1016/j.cag.2010.11.002
M3 - Article
AN - SCOPUS:78650160988
VL - 35
SP - 148
EP - 159
JO - Computers and Graphics
JF - Computers and Graphics
SN - 0097-8493
IS - 1
ER -