TY - GEN
T1 - Controlling liquids using meshes
AU - Raveendran, Karthik
AU - Thuerey, Nils
AU - Wojtan, Chris
AU - Turk, Greg
N1 - Publisher Copyright:
© The Eurographics Association 2012.
PY - 2012/7/29
Y1 - 2012/7/29
N2 - We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping streams, separating sheets of fluid, surface waves and ripples. The first portion of our technique is a volume preserving morph that allows the animator to produce a plausible fluid-like motion from a sparse set of control meshes. By rasterizing the resulting control meshes onto the simulation grid, the mesh velocities act as boundary conditions during the projection step of the fluid simulation. We can then blend this motion together with uncontrolled fluid velocities to achieve a more relaxed control over the fluid that captures natural inertial effects. Our method can produce highly detailed liquid surfaces with control over sub-grid details by using a mesh-based surface tracker on top of a coarse grid-based fluid simulation. We can create ripples and waves on the fluid surface attracting the surface mesh to the control mesh with spring-like forces and also by running a wave simulation over the surface mesh. Our video results demonstrate how our control scheme can be used to create animated characters and shapes that are made of water.
AB - We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping streams, separating sheets of fluid, surface waves and ripples. The first portion of our technique is a volume preserving morph that allows the animator to produce a plausible fluid-like motion from a sparse set of control meshes. By rasterizing the resulting control meshes onto the simulation grid, the mesh velocities act as boundary conditions during the projection step of the fluid simulation. We can then blend this motion together with uncontrolled fluid velocities to achieve a more relaxed control over the fluid that captures natural inertial effects. Our method can produce highly detailed liquid surfaces with control over sub-grid details by using a mesh-based surface tracker on top of a coarse grid-based fluid simulation. We can create ripples and waves on the fluid surface attracting the surface mesh to the control mesh with spring-like forces and also by running a wave simulation over the surface mesh. Our video results demonstrate how our control scheme can be used to create animated characters and shapes that are made of water.
UR - https://www.scopus.com/pages/publications/84887854863
U2 - 10.2312/SCA/SCA12/255-264
DO - 10.2312/SCA/SCA12/255-264
M3 - Conference contribution
AN - SCOPUS:84887854863
T3 - Computer Animation 2012 - ACM SIGGRAPH / Eurographics Symposium Proceedings, SCA 2012
SP - 255
EP - 264
BT - Computer Animation 2012 - ACM SIGGRAPH / Eurographics Symposium Proceedings, SCA 2012
A2 - Fellner, Dieter W.
PB - Association for Computing Machinery
T2 - 11th ACM SIGGRAPH / Eurographics Symposium on Computer Animation, SCA 2012
Y2 - 29 July 2012 through 31 July 2012
ER -