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dc.contributor.authorBargteil, Adam W.en_US
dc.contributor.authorSin, Funshingen_US
dc.contributor.authorMichaels, Jonathan E.en_US
dc.contributor.authorGoktekin, Tolga G.en_US
dc.contributor.authorO'Brien, James F.en_US
dc.contributor.editorMarie-Paule Cani and James O'Brienen_US
dc.date.accessioned2014-01-29T07:25:15Z
dc.date.available2014-01-29T07:25:15Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-34-7en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA06/345-351en_US
dc.description.abstractIn this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, our algorithm synthesizes a new texture for every frame using an optimization procedure which attempts to match the surface texture to an input sample texture. By synthesizing a new texture for every frame, our method is able to overcome the discontinuities and distortions of an advected parameterization. We achieve temporal coherence by initializing the surface texture with color values advected from the surface at the previous frame and including these colors in the energy function used during optimization.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling Surfaces and object representations; Physically based modeling; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Animation; Color, shading, shadowing, and texturing; I.6.8 [Simulation and Modeling]: Types of Simulation Animation.en_US
dc.titleA Texture Synthesis Method for Liquid Animationsen_US
dc.description.seriesinformationACM SIGGRAPH / Eurographics Symposium on Computer Animationen_US


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