Flow-noise en temps réel
Procedural textures, such as Perlin noise, enable us to achieve high quality, resolution independant static effects. Our research aims at providing real-time animation for such noise. Thus, we can enhance the apperance of fluids — especially geophysical fluids such as clouds, fire, water, lava, mud, etc. — by adding animated noise at small scales.
To achieve a realistic appearance, we must give the feeling of the flowing and swirling that are caracteristic of real flows. Flowing is obtained with advected textures, linked to a fluid solver. The main part of our work is simulating the swirling of the flow. We use flow-noise to add rotation to Perlin noise. Using a local measure of vorticity and Kolmogorov theory, we determine the amount of animation in the fluid at different scales. This ensures that our flow-noise has a physically correct spectrum.
Computing flow-noise is quite intensive ; however, we show how real-time framerates can be achieved with current GPUs. We highlight a number of GPU-specific issues and optimisations for our algorithm, and we include complete source code and documentation for our pixel shader.
Images and movies
See also
Slides of an early presentation (in english).
Slides of the final presentation (in french).
Fabrice Neyret's work on advected textures and on flow-noise.
BibTex references
@TechReport\{AN06,
author = "Augustin, Aymeric and Neyret, Fabrice",
title = "Flow-noise en temps r\'eel",
institution = "École polytechnique - Evasion, laboratoire GRAVIR",
month = "juin",
year = "2006",
type = "Rapport de stage d'option",
keywords = "flow-noise, textures, advected, procedural, real-time",
url = "http://www-evasion.imag.fr/Publications/2006/AN06"
}
![Flow-noise_temps_reel.pdf [5.4Mo]](/Publications/images/pdf.png)