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  • 學位論文

即時流體模擬於藝術上之應用

Artistic Applications of Real-time Fluid Simulation

指導教授 : 楊舜仁 張鈞法

摘要


本論文探討數種即時流體模擬之演算法,以及其於藝術上之應用。本文探討之演算法包括純粹於逼近流體之外觀、簡化之流體模型、以及完全以物理為基礎之模擬。我們將以三個應用程式為例子,解說各種流體演算法於藝術上之運用:首先是一個即時將立體場景以手繪水彩畫風繪製的架構;其次是一個以簡化的流體模型即時繪製擬真溪流的特效系統;最後則是完全以物理為基礎之流體模擬所架構的潑墨畫繪製系統,本文將展示如何以擬真的流體模擬製作出現有的繪圖系統無法達成之效果。

並列摘要


This thesis discusses the various approaches to fluid simulation and their artistic applications. The various approaches range from purely empirical, to a simplified simulation model, and finally a full physics-based simulation. We introduce three artistic applications that utilize these models. The first one is a framework for real-time rendering of watercolor effects for a 3D scene, which use a combination of shaders to empirically emulate the various characteristics of watercolor. The second is a system for rendering realistic splashing stream water, which showcases how a simplified fluid model can still yield a realistic result. The final one is a painting system for splattering artwork, where we demonstrate a full physics based fluid simulation and how it helps artists to create vibrant and dynamic artwork that is difficult to produce using conventional digital tools.

參考文獻


[1] J.-M. HONG and C.-H. KIM, "Discontinuous fluids," in ACM SIGGRAPH 2005 Papers, 2005.
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[11] J. I. Echevarria, G. Wilensky, A. Krishnaswamy, B. Kim and D. Gutierrez, "Computational simulation of alternative photographic processes," Computer Graphics Forum, vol. 32, no. 4, 2013.
[12] S. Di Verdi, A. Krishnaswamy, R. Mech and D. Ito, "Painting with polygons: A procedural watercolor engine," IEEE Transactions on Visualiza-tion and Computer Graphics, vol. 19, no. 5, pp. 723-735, 2013.
[14] X. JIN, S. CHEN and X. MAO, "Computer-generated marbling textures: A gpu-based design system," IEEE Computer Graphics and Applications, vol. 27, no. 2, pp. 78-84, 2007.

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