4,229 research outputs found

    Tools for fluid simulation control in computer graphics

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    L’animation basée sur la physique peut générer des systèmes aux comportements complexes et réalistes. Malheureusement, contrôler de tels systèmes est une tâche ardue. Dans le cas de la simulation de fluide, le processus de contrôle est particulièrement complexe. Bien que de nombreuses méthodes et outils ont été mis au point pour simuler et faire le rendu de fluides, trop peu de méthodes offrent un contrôle efficace et intuitif sur une simulation de fluide. Étant donné que le coût associé au contrôle vient souvent s’additionner au coût de la simulation, appliquer un contrôle sur une simulation à plus haute résolution rallonge chaque itération du processus de création. Afin d’accélérer ce processus, l’édition peut se faire sur une simulation basse résolution moins coûteuse. Nous pouvons donc considérer que la création d’un fluide contrôlé peut se diviser en deux phases: une phase de contrôle durant laquelle un artiste modifie le comportement d’une simulation basse résolution, et une phase d’augmentation de détail durant laquelle une version haute résolution de cette simulation est générée. Cette thèse présente deux projets, chacun contribuant à l’état de l’art relié à chacune de ces deux phases. Dans un premier temps, on introduit un nouveau système de contrôle de liquide représenté par un modèle particulaire. À l’aide de ce système, un artiste peut sélectionner dans une base de données une parcelle de liquide animé précalculée. Cette parcelle peut ensuite être placée dans une simulation afin d’en modifier son comportement. À chaque pas de simulation, notre système utilise la liste de parcelles actives afin de reproduire localement la vision de l’artiste. Une interface graphique intuitive a été développée, inspirée par les logiciels de montage vidéo, et permettant à un utilisateur non expert de simplement éditer une simulation de liquide. Dans un second temps, une méthode d’augmentation de détail est décrite. Nous proposons d’ajouter une étape supplémentaire de suivi après l’étape de projection du champ de vitesse d’une simulation de fumée eulérienne classique. Durant cette étape, un champ de perturbations de vitesse non-divergent est calculé, résultant en une meilleure correspondance des densités à haute et à basse résolution. L’animation de fumée résultante reproduit fidèlement l’aspect grossier de la simulation d’entrée, tout en étant augmentée à l’aide de détails simulés.Physics-based animation can generate dynamic systems of very complex and realistic behaviors. Unfortunately, controlling them is a daunting task. In particular, fluid simulation brings up particularly difficult problems to the control process. Although many methods and tools have been developed to convincingly simulate and render fluids, too few methods provide efficient and intuitive control over a simulation. Since control often comes with extra computations on top of the simulation cost, art-directing a high-resolution simulation leads to long iterations of the creative process. In order to shorten this process, editing could be performed on a faster, low-resolution model. Therefore, we can consider that the process of generating an art-directed fluid could be split into two stages: a control stage during which an artist modifies the behavior of a low-resolution simulation, and an upresolution stage during which a final high-resolution version of this simulation is driven. This thesis presents two projects, each one improving on the state of the art related to each of these two stages. First, we introduce a new particle-based liquid control system. Using this system, an artist selects patches of precomputed liquid animations from a database, and places them in a simulation to modify its behavior. At each simulation time step, our system uses these entities to control the simulation in order to reproduce the artist’s vision. An intuitive graphical user interface inspired by video editing tools has been developed, allowing a nontechnical user to simply edit a liquid animation. Second, a tracking solution for smoke upresolution is described. We propose to add an extra tracking step after the projection of a classical Eulerian smoke simulation. During this step, we solve for a divergence-free velocity perturbation field resulting in a better matching of the low-frequency density distribution between the low-resolution guide and the high-resolution simulation. The resulting smoke animation faithfully reproduces the coarse aspect of the low-resolution input, while being enhanced with simulated small-scale details

    What's up prof? Current issues in the visual effects & post-production industry

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    We interviewed creative professionals at a number of London visual effects and post-production houses. We report on the key issues raised in those interviews: desirable new technologies, infrastructure challenges, personnel and process management

    Digital Art And Feminism: A Surreal Relationship

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    An essay discussing the political aspects of digital art works by Emilia Forstreuter, Jennifer Hall, Claudia Hart, Yael Kanarek, Jeanette Louie, Ranu Mukherjee, Mary Bates Neuvauer, Marie Sivak, Camille Utterback, Adrianne Wortzel, and Janet Zweig

    A Vision of sound: A 3D visualization of pipe organ music

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    My goal is to create a 3D animation that illustrates the movements and patterns produced in the air when Bach\u27s Chromatic Fugue is played on a pipe organ. By combining the visual element of swirling patterns inspired by pipe organ acoustics simulation with imagery that the music evokes in the mind, I aim to present a surrealistic soundscape that visually depicts the boundless creative energy and freedom of music and mind combined. I hope to create an animation that is aesthetically interesting and to inspire imagination in viewer

    Generative comics: a character evolution approach for creating fictional comics

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    Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with extreme personality traits inspired by well-known comics characters

    Dynamic Cloth for the Digital Character

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    Cloth simulation tends to have a lingering reputation for being notoriously complex and therefore casually avoided. Very few artists are enthusiastic about a cloth simulator\u27s primary use, and perhaps even fewer would consider cloth simulation for anything other than clothing. This thesis presents typical practices of cloth simulation based on the artistic perspective of a Cloth Technical Director (TD) who worked on the animated feature film and applied case study, Cloudy with a Chance of Meatballs (2009). Through proof of concept using a generic character, simple props, and commercial software, key techniques are demonstrated to replicate the workflow of clothing the digital character as performed by artists at Sony Pictures Imageworks. The result is a set of methods aided to un-complicate the workflow of clothing the digital character

    Combining Procedural and Hand Modeling Techniques for Creating Animated Digital 3D Natural Environments

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    This thesis focuses on a systematic solution for rendering 3D photorealistic natural environments using Maya\u27s procedural methods and ZBrush. The methods used in this thesis started with comparing two industry specific procedural applications, Vue and Maya\u27s Paint Effects, to determine which is better suited for applying animated procedural effects with the highest level of fidelity and expandability. Generated objects from Paint Effects contained the highest potential through object attributes, texturing and lighting. To optimize results further, compatibility with sculpting programs such as ZBrush are required to sculpt higher levels of detail. The final combination workflow produces results used in the short film Fall. The need for producing these effects is attributed to the growth of the visual effect industry\u27s ability to deliver realistic simulated complexities of nature and as such, the public\u27s insatiable need to see them on screen. Usually, however, the requirements for delivering a photorealistic digital environment fall under tight deadlines due to various phases of the visual effects project being interconnected across multiple production houses, thereby requiring the need for effective methods to deliver a high-end visual presentation. The use of a procedural system, such as an L-system, is often an initial step within a workflow leading toward creating photorealistic vegetation for visual effects environments. Procedure-based systems, such as Maya\u27s Paint Effects, feature robust controls that can generate many natural objects. A balance is thus created between being able to model objects quickly, but with limited detail, and control. Other methods outside this system must be used to achieve higher levels of fidelity through the use of attributes, expressions, lighting and texturing. Utilizing the procedural engine within Maya\u27s Paint Effects allows the beginning stages of modeling a 3D natural environment. ZBrush\u27s manual system approach can further bring the aesthetics to a much finer degree of fidelity. The benefit in leveraging both types of systems results in photorealistic objects that preserve all of the procedural and dynamic forces specified within the Paint Effects procedural engine
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