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dc.contributor.authorNeyret, Fabriceen_US
dc.contributor.editorD. Breen and M. Linen_US
dc.date.accessioned2014-01-29T06:32:21Z
dc.date.available2014-01-29T06:32:21Z
dc.date.issued2003en_US
dc.identifier.isbn1-58113-659-5en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA03/147-153en_US
dc.description.abstractGame and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to allow artists to increase the details of flowing water, foam, lava, mud, flames, cloud layers, etc. Our first contribution is a new algorithm for advecting textures, which compromises between two contradictory requirements: continuity in space and time and preservation of statistical texture properties. It consist of combining layers of advected (periodically regenerated) parameterizations according to a criterion based on the local accumulated deformation. To correctly achieve this combination, we introduce a way of blending procedural textures while avoiding classical interpolation artifacts. Lastly, we propose a scheme to add and control small scale texture animation amplifying the low resolution simulation. Our results illustrate how these three contributions solve the major visual flaws of textured fluids.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAdvected Texturesen_US
dc.description.seriesinformationSymposium on Computer Animationen_US


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