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Blending liquids

  • Georgia Institute of Technology
  • Institute of Science and Technology Austria (ISTA)

Research output: Contribution to journalConference articlepeer-review

46 Scopus citations

Abstract

We present a method for smoothly blending between existing liquid animations. We introduce a semi-automatic method for matching two existing liquid animations, which we use to create new fluid motion that plausibly interpolates the input. Our contributions include a new space-time non-rigid iterative closest point algorithm that incorporates user guidance, a subsampling technique for efficient registration of meshes with millions of vertices, and a fast surface extraction algorithm that produces 3D triangle meshes from a 4D space-time surface. Our technique can be used to instantly create hundreds of new simulations, or to interactively explore complex parameter spaces. Our method is guaranteed to produce output that does not deviate from the input animations, and it generalizes to multiple dimensions. Because our method runs at interactive rates after the initial precomputation step, it has potential applications in games and training simulations.

Original languageEnglish
Article number137
JournalACM Transactions on Computer Systems
Volume33
Issue number4
DOIs
StatePublished - 2014
Event41st International Conference and Exhibition on Computer Graphics and Interactive Techniques, ACM SIGGRAPH 2014 - Vancouver, BC, Canada
Duration: 10 Aug 201414 Aug 2014

Keywords

  • Fluid simulation
  • Non-rigid registration
  • Shape blending.

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