This PhD position is granted by the VISITOR European project. Candidates should check their eligibility and apply according to the guidelines in: http://www.inrialpes.fr/movi/pub/Visitor/
Animated procedural textures for high-res fluids
keywords: image synthesis, fluids, turbulence, procedural textures, data amplification
Our long-term goal is the real-time animation of very detailed 3D fluids (e.g. avalanches, cascades, smoke, clouds, cloud fields...). Special effects for movies and video games use more and more fluids (water, steam, clouds, lava...). Still, the high-resolution CFD simulation they use is extremely costly (especially in 3D) and lets little control for the artist. Conversely, to “dress” surfaces with details artists often rely on textures, comprising procedural textures like Perlin noise (pseudo-random continuous fractal functions with controlled spectrum). We have developed preliminary models allowing us to define animated procedural textures (see biblio): flownoise which relies on rotative base functions, and advected textures which amplify a fluid simulation by adding small-scale flownoise which rotation spectrum is controlled using the Kolmogorov energy cascade.
Prerequisite: C/C++, OpenGL, Computer Graphics, interpolation, spectral analysis, notions on fluid physics
[PN01] "Flow Noise". K. Perlin, F. Neyret. Siggraph'01 Technical Sketches and Applications. Los Angeles, août 2001.
[Ney03] "Advected Textures". F. Neyret. Symposium on Computer Animation'03. San Diego, juillet 2003.