Vector fluid: a vector graphics depiction of surface flow

R. Ando, R. Tsuruno
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引用次数: 9

Abstract

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.
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矢量流体:表面流动的矢量图形描述
我们介绍了一种简单的技术,用于创建用矢量图形描述的流体轮廓,我们称之为“矢量流体”。在我们的系统中,流体中的固体区域被表示为封闭轮廓,并被流体流动平流,形成类似大理石花纹或sumi-nagashi的卷曲而清晰的形状(见图1)。我们方法背后的基本原则是固体区域的轮廓不应该碰撞。这意味着,如果区域的初始形状是一个凹多边形,那么该形状应该保持其拓扑结构,以便它可以呈现为一个规则的凹多边形,无论轮廓被平流扭曲得多么不规则。与其他技术相比,我们的方法在计算成本和复杂性的权衡中明确忽略了轨道表面的拓扑变化。我们还引入了一种自适应轮廓采样技术来减少这种额外的成本。我们探索2D中面向艺术使用的具体示例,并展示我们展示有机流体成分的方法的应用程序和鲁棒性。我们还演示了如何将我们的整个算法移植到GPU上,以提高复杂场景的交互性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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