230 research outputs found

    Transport-Based Neural Style Transfer for Smoke Simulations

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    Artistically controlling fluids has always been a challenging task. Optimization techniques rely on approximating simulation states towards target velocity or density field configurations, which are often handcrafted by artists to indirectly control smoke dynamics. Patch synthesis techniques transfer image textures or simulation features to a target flow field. However, these are either limited to adding structural patterns or augmenting coarse flows with turbulent structures, and hence cannot capture the full spectrum of different styles and semantically complex structures. In this paper, we propose the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric smoke data. Our method is able to transfer features from natural images to smoke simulations, enabling general content-aware manipulations ranging from simple patterns to intricate motifs. The proposed algorithm is physically inspired, since it computes the density transport from a source input smoke to a desired target configuration. Our transport-based approach allows direct control over the divergence of the stylization velocity field by optimizing incompressible and irrotational potentials that transport smoke towards stylization. Temporal consistency is ensured by transporting and aligning subsequent stylized velocities, and 3D reconstructions are computed by seamlessly merging stylizations from different camera viewpoints.Comment: ACM Transaction on Graphics (SIGGRAPH ASIA 2019), additional materials: http://www.byungsoo.me/project/neural-flow-styl

    Deep Fluids: A Generative Network for Parameterized Fluid Simulations

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    This paper presents a novel generative model to synthesize fluid simulations from a set of reduced parameters. A convolutional neural network is trained on a collection of discrete, parameterizable fluid simulation velocity fields. Due to the capability of deep learning architectures to learn representative features of the data, our generative model is able to accurately approximate the training data set, while providing plausible interpolated in-betweens. The proposed generative model is optimized for fluids by a novel loss function that guarantees divergence-free velocity fields at all times. In addition, we demonstrate that we can handle complex parameterizations in reduced spaces, and advance simulations in time by integrating in the latent space with a second network. Our method models a wide variety of fluid behaviors, thus enabling applications such as fast construction of simulations, interpolation of fluids with different parameters, time re-sampling, latent space simulations, and compression of fluid simulation data. Reconstructed velocity fields are generated up to 700x faster than re-simulating the data with the underlying CPU solver, while achieving compression rates of up to 1300x.Comment: Computer Graphics Forum (Proceedings of EUROGRAPHICS 2019), additional materials: http://www.byungsoo.me/project/deep-fluids

    Neural Smoke Stylization with Color Transfer

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    Artistically controlling fluid simulations requires a large amount of manual work by an artist. The recently presented transportbased neural style transfer approach simplifies workflows as it transfers the style of arbitrary input images onto 3D smoke simulations. However, the method only modifies the shape of the fluid but omits color information. In this work, we therefore extend the previous approach to obtain a complete pipeline for transferring shape and color information onto 2D and 3D smoke simulations with neural networks. Our results demonstrate that our method successfully transfers colored style features consistently in space and time to smoke data for different input textures.Comment: Submitted to Eurographics202

    HeapCraft Social Tools: Understanding and Improving Player Collaboration in Minecraft

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    We introduce a framework to infuence and analyze player collaboration in Minecraft. The framework consists of a telemetry system and several tools to influence player behavior and provide value to server administrators to increase adoption. The data collection includes almost every aspect of gameplay and can be used for analysis beyond player collaboration.1 We started collecting data from several Minecraft servers in March 2015. Most data will be made available to researchers upon request.2 We have also demonstrated the use of our framework to statistically analyze player behavior in Minecraft. More details can be found [1]

    HEAPCRAFT: Quantifying and Predicting Collaboration in Minecraft

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    We present HEAPCRAFT: an open-source suite of tools for monitoring and improving collaboration in Minecraft. At the core of our system is a data collection and analysis framework or recording gameplay. We collected over 3451 playerhours of game behavior from 908 different players, and performed a general study of online collaboration. To make our game analytics easily accessible, we developed interactive information visualization tools and an analysis framework for players, administrators, and researchers to explore graphs, maps and timelines of live server activity. As part of our research, we introduce the collaboration index, a metric which allows server administrators and researchers to quantify, predict, and improve collaboration on Minecraft servers. Our analysis reveals several possible predictors of collaboration which can be used to improve collaboration on Minecraft servers. HEAPCRAFT is designed to be general, and has the potential to be used for other shared online virtual worlds

    A moving least square reproducing kernel particle method for unified multiphase continuum simulation

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    In physically based-based animation, pure particle methods are popular due to their simple data structure, easy implementation, and convenient parallelization. As a pure particle-based method and using Galerkin discretization, the Moving Least Square Reproducing Kernel Method (MLSRK) was developed in engineering computation as a general numerical tool for solving PDEs. The basic idea of Moving Least Square (MLS) has also been used in computer graphics to estimate deformation gradient for deformable solids. Based on these previous studies, we propose a multiphase MLSRK framework that animates complex and coupled fluids and solids in a unified manner. Specifically, we use the Cauchy momentum equation and phase field model to uniformly capture the momentum balance and phase evolution/interaction in a multiphase system, and systematically formulate the MLSRK discretization to support general multiphase constitutive models. A series of animation examples are presented to demonstrate the performance of our new multiphase MLSRK framework, including hyperelastic, elastoplastic, viscous, fracturing and multiphase coupling behaviours etc

    MPM based simulation for various solid deformation

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    Solid materials are responsible for many interesting phenomena. There are various types of them such as deformable objects and granular materials. In this paper, we present an MPM based framework to simulate the wide range of solid materials. In this framework, solid mechanics is based on the elastoplastic model, where we use von Mises criterion for deformable objects, and the Drucker-Prager model with non-associated plastic flow rules for granular materials. As a result, we can simulate different kinds of deformation of deformable objects and sloping failure for granular materials
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