30 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

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    Research in progress and other activities of the Institute for Computer Applications in Science and Engineering

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    This report summarizes research conducted at the Institute for Computer Applications in Science and Engineering in applied mathematics and computer science during the period April 1, 1993 through September 30, 1993. The major categories of the current ICASE research program are: (1) applied and numerical mathematics, including numerical analysis and algorithm development; (2) theoretical and computational research in fluid mechanics in selected areas of interest to LaRC, including acoustic and combustion; (3) experimental research in transition and turbulence and aerodynamics involving LaRC facilities and scientists; and (4) computer science

    ISCR Annual Report: Fical Year 2004

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    Variational image fusion

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    The main goal of this work is the fusion of multiple images to a single composite that offers more information than the individual input images. We approach those fusion tasks within a variational framework. First, we present iterative schemes that are well-suited for such variational problems and related tasks. They lead to efficient algorithms that are simple to implement and well-parallelisable. Next, we design a general fusion technique that aims for an image with optimal local contrast. This is the key for a versatile method that performs well in many application areas such as multispectral imaging, decolourisation, and exposure fusion. To handle motion within an exposure set, we present the following two-step approach: First, we introduce the complete rank transform to design an optic flow approach that is robust against severe illumination changes. Second, we eliminate remaining misalignments by means of brightness transfer functions that relate the brightness values between frames. Additional knowledge about the exposure set enables us to propose the first fully coupled method that jointly computes an aligned high dynamic range image and dense displacement fields. Finally, we present a technique that infers depth information from differently focused images. In this context, we additionally introduce a novel second order regulariser that adapts to the image structure in an anisotropic way.Das Hauptziel dieser Arbeit ist die Fusion mehrerer Bilder zu einem Einzelbild, das mehr Informationen bietet als die einzelnen Eingangsbilder. Wir verwirklichen diese Fusionsaufgaben in einem variationellen Rahmen. Zunächst präsentieren wir iterative Schemata, die sich gut für solche variationellen Probleme und verwandte Aufgaben eignen. Danach entwerfen wir eine Fusionstechnik, die ein Bild mit optimalem lokalen Kontrast anstrebt. Dies ist der Schlüssel für eine vielseitige Methode, die gute Ergebnisse für zahlreiche Anwendungsbereiche wie Multispektralaufnahmen, Bildentfärbung oder Belichtungsreihenfusion liefert. Um Bewegungen in einer Belichtungsreihe zu handhaben, präsentieren wir folgenden Zweischrittansatz: Zuerst stellen wir die komplette Rangtransformation vor, um eine optische Flussmethode zu entwerfen, die robust gegenüber starken Beleuchtungsänderungen ist. Dann eliminieren wir verbleibende Registrierungsfehler mit der Helligkeitstransferfunktion, welche die Helligkeitswerte zwischen Bildern in Beziehung setzt. Zusätzliches Wissen über die Belichtungsreihe ermöglicht uns, die erste vollständig gekoppelte Methode vorzustellen, die gemeinsam ein registriertes Hochkontrastbild sowie dichte Bewegungsfelder berechnet. Final präsentieren wir eine Technik, die von unterschiedlich fokussierten Bildern Tiefeninformation ableitet. In diesem Kontext stellen wir zusätzlich einen neuen Regularisierer zweiter Ordnung vor, der sich der Bildstruktur anisotrop anpasst

    Variational image fusion

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    The main goal of this work is the fusion of multiple images to a single composite that offers more information than the individual input images. We approach those fusion tasks within a variational framework. First, we present iterative schemes that are well-suited for such variational problems and related tasks. They lead to efficient algorithms that are simple to implement and well-parallelisable. Next, we design a general fusion technique that aims for an image with optimal local contrast. This is the key for a versatile method that performs well in many application areas such as multispectral imaging, decolourisation, and exposure fusion. To handle motion within an exposure set, we present the following two-step approach: First, we introduce the complete rank transform to design an optic flow approach that is robust against severe illumination changes. Second, we eliminate remaining misalignments by means of brightness transfer functions that relate the brightness values between frames. Additional knowledge about the exposure set enables us to propose the first fully coupled method that jointly computes an aligned high dynamic range image and dense displacement fields. Finally, we present a technique that infers depth information from differently focused images. In this context, we additionally introduce a novel second order regulariser that adapts to the image structure in an anisotropic way.Das Hauptziel dieser Arbeit ist die Fusion mehrerer Bilder zu einem Einzelbild, das mehr Informationen bietet als die einzelnen Eingangsbilder. Wir verwirklichen diese Fusionsaufgaben in einem variationellen Rahmen. Zunächst präsentieren wir iterative Schemata, die sich gut für solche variationellen Probleme und verwandte Aufgaben eignen. Danach entwerfen wir eine Fusionstechnik, die ein Bild mit optimalem lokalen Kontrast anstrebt. Dies ist der Schlüssel für eine vielseitige Methode, die gute Ergebnisse für zahlreiche Anwendungsbereiche wie Multispektralaufnahmen, Bildentfärbung oder Belichtungsreihenfusion liefert. Um Bewegungen in einer Belichtungsreihe zu handhaben, präsentieren wir folgenden Zweischrittansatz: Zuerst stellen wir die komplette Rangtransformation vor, um eine optische Flussmethode zu entwerfen, die robust gegenüber starken Beleuchtungsänderungen ist. Dann eliminieren wir verbleibende Registrierungsfehler mit der Helligkeitstransferfunktion, welche die Helligkeitswerte zwischen Bildern in Beziehung setzt. Zusätzliches Wissen über die Belichtungsreihe ermöglicht uns, die erste vollständig gekoppelte Methode vorzustellen, die gemeinsam ein registriertes Hochkontrastbild sowie dichte Bewegungsfelder berechnet. Final präsentieren wir eine Technik, die von unterschiedlich fokussierten Bildern Tiefeninformation ableitet. In diesem Kontext stellen wir zusätzlich einen neuen Regularisierer zweiter Ordnung vor, der sich der Bildstruktur anisotrop anpasst

    [Research activities in applied mathematics, fluid mechanics, and computer science]

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    This report summarizes research conducted at the Institute for Computer Applications in Science and Engineering in applied mathematics, fluid mechanics, and computer science during the period April 1, 1995 through September 30, 1995

    Efficient sketch-based 3D character modelling.

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    Sketch-based modelling (SBM) has undergone substantial research over the past two decades. In the early days, researchers aimed at developing techniques useful for modelling of architectural and mechanical models through sketching. With the advancement of technology used in designing visual effects for film, TV and games, the demand for highly realistic 3D character models has skyrocketed. To allow artists to create 3D character models quickly, researchers have proposed several techniques for efficient character modelling from sketched feature curves. Moreover several research groups have developed 3D shape databases to retrieve 3D models from sketched inputs. Unfortunately, the current state of the art in sketch-based organic modelling (3D character modelling) contains a lot of gaps and limitations. To bridge the gaps and improve the current sketch-based modelling techniques, this research aims to develop an approach allowing direct and interactive modelling of 3D characters from sketched feature curves, and also make use of 3D shape databases to guide the artist to create his / her desired models. The research involved finding a fusion between 3D shape retrieval, shape manipulation, and shape reconstruction / generation techniques backed by an extensive literature review, experimentation and results. The outcome of this research involved devising a novel and improved technique for sketch-based modelling, the creation of a software interface that allows the artist to quickly and easily create realistic 3D character models with comparatively less effort and learning. The proposed research work provides the tools to draw 3D shape primitives and manipulate them using simple gestures which leads to a better modelling experience than the existing state of the art SBM systems

    A video summarisation system for post-production

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    Post-production facilities deal with large amounts of digital video, which presents difficulties when tracking, managing and searching this material. Recent research work in image and video analysis promises to offer help in these tasks, but there is a gap between what these systems can provide and what users actually need. In particular the popular research models for indexing and retrieving visual data do not fit well with how users actually work. In this thesis we explore how image and video analysis can be applied to an online video collection to assist users in reviewing and searching for material faster, rather than purporting to do it for them. We introduce a framework for automatically generating static 2-dimen- sional storyboards from video sequences. The storyboard consists of a series of frames, one for each shot in the sequence, showing the principal objects and motions of the shot. The storyboards are rendered as vector images in a familiar comic book style, allowing them to be quickly viewed and understood. The process consists of three distinct steps: shot-change detection, object segmentation, and presentation. The nature of the video material encountered in a post-production fa- cility is quite different from other material such as television programmes. Video sequences such as commercials and music videos are highly dy- namic with very short shots, rapid transitions and ambiguous edits. Video is often heavily manipulated, causing difficulties for many video processing techniques. We study the performance of a variety of published shot-change de- tection algorithms on the type of highly dynamic video typically encoun- tered in post-production work. Finding their performance disappointing, we develop a novel algorithm for detecting cuts and fades that operates directly on Motion-JPEG compressed video, exploiting the DCT coeffi- cients to save computation. The algorithm shows superior performance on highly dynamic material while performing comparably to previous algorithms on other material
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