使用矢量场的可控苛性动画

Irene Baeza Rojo, M. Gross, Tobias Günther
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摘要

在电影制作中,灯光通常用于转移注意力或设置场景中的情绪。然而,对复杂的灯光现象进行详细的编辑,虽然很重要,但也很乏味,尤其是动态灯光或当灯光是一个相关的故事元素时。在本文中,我们提出了一种新的方法来创建苛性动画,它可以通过用户绘制的约束来控制。我们的方法通过将光子视为在无散度流体、无旋转矢量场或两者的线性组合中运动的粒子,将焦散混合到指定的目标图像中。一旦被描述为流,就可以很容易地添加额外的用户约束,例如引导流,创建边界或添加合成湍流,这为重定向和控制光提供了新的方法。相应的向量场是通过拟合流函数和每个时间步长的标量势来计算的,其中的约束用二次能量来描述,我们将其最小化为线性最小二乘问题。最后,光子被放置在它们的新位置回到场景中,并使用渐进光子映射进行渲染。•计算方法→动画;射线追踪;
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Controllable Caustic Animation Using Vector Fields
In movie production, lighting is commonly used to redirect attention or to set the mood in a scene. The detailed editing of complex lighting phenomena, however, is as tedious as it is important, especially with dynamic lights or when light is a relevant story element. In this paper, we propose a new method to create caustic animations, which are controllable through constraints drawn by the user. Our method blends caustics into a specified target image by treating photons as particles that move in a divergence-free fluid, an irrotational vector field or a linear combination of the two. Once described as a flow, additional user constraints are easily added, e.g., to direct the flow, create boundaries or add synthetic turbulence, which offers new ways to redirect and control light. The corresponding vector field is computed by fitting a stream function and a scalar potential per time step, for which constraints are described in a quadratic energy that we minimize as a linear least squares problem. Finally, photons are placed at their new positions back into the scene and are rendered with progressive photon mapping. CCS Concepts • Computing methodologies → Animation; Ray tracing;
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