Advected Textures
Game 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.
Images and movies
See also
BibTex references
@InProceedings\{Ney03,
author = "Neyret, Fabrice",
title = "Advected Textures",
booktitle = "ACM-SIGGRAPH/EG Symposium on Computer Animation (SCA)",
month = "july",
year = "2003",
keywords = "animated textures, fluids, amplification, proceduralism",
url = "http://www-evasion.imag.fr/Publications/2003/Ney03"
}
![neyret161.pdf [5.2Mo]](/Publications/images/pdf.png)
![neyret161.ps.gz [3.2Mo]](/Publications/images/ps.png)
![SCA03.ppt [3Mo]](/Publications/images/ppt.png)