Monday, June 25, 2007

Updates

Most of the realistic amorphous fluid models uses fluid dynamics to implement. However, this incurrs heavy computation power which makes them not suitable for real-time applications.

My project will be based on Koh Kok Weng's real-time dust rendering system and making dust fluids able to take on any arbitrary shapes. This will invovle transformation of geometric shapes base on the fluid movement. Thus, right now i'm researching on geometric shape changing papers and techniques that is applicable for my project. Apart from geometric transformation, realtime fluid solvers can be applicable as well.

Apart from looking through papers, i'm working on mel script interface as well. However the progress is slow as i'm still not familiar will mel script. At the same time, I'll be testing out on the codes and get familiarise with the framework that Cheng Teng has passed to me.

Friday, June 22, 2007

Geometric Computations in Parameter Space

Myung-Soo Kim, Gershon Elber, Joon-Kyung Seong, 2005
View paper: http://3map.snu.ac.kr/mskim/ftp/sccg05.pdf

Attended the seminar by Professor Myung-Soo Kim today about geometric computations in parameter space. He talked about how computation can be done more efficiently using surface and curve parameters instead of the 3D space x, y, z parameters.

Computations have been formulated for Minkowski sums, bisectors and a-sectors, surfacesurface intersections, collision detection, offset trimming, swept volume computation, constructing Voronoi diagrams, convex hulls and kernels, silhouette, and visibility computations. His paper presents some of these techniques and shows some simple examples of the computations.

Monday, June 18, 2007

A Real-Time Cloud Modeling, Rendering, and Animation

Joshua Schpok, Joseph Simons, David S. Ebert, Charles Hansen, 2003
view paper: http://www.ecn.purdue.edu/purpl/level2/papers/scaclouds.pdf

Overview

This paper introduces a multi-level, interactive, 3D cloud modeling and animation system using qualitative controls. The system allows animators to specify the type and the look of the clouds as well as specifying external forces such as wind and torque that affects the cloud's behaviour. This system allows artists to shape their clouds by positioning and sizing implicit ellipsoid primitives to create the cloud volume. The clouds form within these primitives in real-time, and the artists can see the result immediately.


The system uses a procedural approach in their cloud formation and animation. It is similar to Koh Kok Weng's(2005) real-time dust rendering approach. It uses noise functions and slicing geomatory technique to approximate the look of the clouds. The system makes use of transformation matrices to determine the texture coordinates in order to model the cloud movement.

Although the system allows users to specify cloud size and other attributes, the primatives are in terms of ellipsoids. Users cannot specify different shapes of the cloud. Also,final result of the cloud after manual adjustments can only be viewed after offline, high-quality rendering.

Thursday, June 14, 2007

H103020 Real-time Dust Rendering

Koh Kok Weng, 2005
view report: https://dl.comp.nus.edu.sg/dspace/bitstream/1900.100/2072/1/hyp.pdf

This report presents a real-time dust rendering pipeline that uses geometry deformation and shading to create the dust effect. Each dust particle consist of a spherical geometric mesh shaded with the dust shading system. Each particle has a velocity and a lifespan where it increases in scale, fades out and get destroyed. In order to create the dust effect, multiple particles are emitted from the emitting point and gets destroyed as it moves further away from the emitting point. The interface enables users to define the attributes of the dust and able to create other amorphous effects such as smoke and fire.

Currently, all particles are in the form of a spherical shape with slight deformation. This can be extended and further improved by having various other geometric shapes or a evolving geometric shape. For the purpose of my hyp, fluid solvers may be included to change the texture of the particles to create dust interaction effects with the surrounding. Real-time interaction may be incoporated as seen in Jos Stam 2000 paper, Interacting with Smoke and Fire in Real Time.

Interacting with smoke and fire in real time

Jos Stam, 2000
view paper:
http://delivery.acm.org.libproxy1.nus.edu.sg/10.1145/350000/341866/p76-stam.pdf?key1=341866&key2=4452103811&coll=GUIDE&dl=GUIDE&CFID=26876035&CFTOKEN=30301997

This paper introduces a fast fluid solver to model the flow of smoke or other amorphous effects in 2d and 3d. It is a powerful tool to enable users to interact with the fluid in real-time. Realistic swirls and flows of fluid can be modeled during the interaction. For the purpose of my hyp, this solver can be useful for implementing real-time interaction of the smoke with its surroundings.

Saturday, June 9, 2007

Target-Driven Smoke Animation

Raanan Fattal, Dani Lischinski, 2004
view paper: http://www.cs.huji.ac.il/labs/cglab/research/tdsmoke/tdsmoke.pdf

Overview
This paper presented a method for controlling animated smoke. Given a sequence of target smoke states, the method generates a smoke simulation in which the smoke is driven towards each of these targets, matching the target's shape. This is very similar to the Shi and Yu 2005 paper on Controllable Smoke Animation With Guiding Objects except on the method of maintaining the shape of the smoke and preventing the smoke from diffusing.

This paper's method consists of a driving force term that causes the fluid to carry the smoke towards a particular target, and a smoke gathering term that prevents the smoke from diffusing too much. However, the gathering term creates defects while the smoke is gathering.

Although the smoke is driven towards the target shape, there is no control over its quality and intermediate shape. Instead, the animator is provided with several parameters for controlling the rate at which smoke evolves, as well as other characteristics of the simulation.

Controllable Smoke Animation With Guiding Objects

Lin Shi, Yizhou Yu 2005
view paper: http://www-sal.cs.uiuc.edu/~yyz/publication/sobj_tog.pdf

Overview
The main focus of this paper is on controllability and appearance to match smoke surface to target shape surface. The model uses velocity constrains voxels to control the smoke movements and uses shape morphing and interpolation and shape masking to model the shape transitions of the smoke.

Users first defines an underlying guiding target object for the smoke to morph to. The smoke particles will morph into the shape of the underlying object by wraping around it. The smoke also interacts with each other and the environment in a natural and realistic way.




In order to achieve an amount controllability, the fluid dynamic rules have been relaxed. Although the model implemented here is faster than recent models that have been implemented, this is still not near real-time.

Right now I’ll remember the techniques used for shape matching here and will return to this article in the future for other useful techniques.

Friday, June 8, 2007

A Real-Time, Controllable Simulator for Plausible Smoke

Morgan McGuire 2006
view paper: http://graphics.cs.brown.edu/games/CartoonSmoke/mcguire-simulation-2006.pdf

Overview
Morgan uses a particle system approach to generate the smoke effect. At the same time, spherical vortices are dynamically created to affect the behaviour of the particles. Each vortex applies centripital acceleration and centrifugal or “suction” acceleration perpendicular to the vortex rotation and radial direction. Morgan also took into account of other external forces such as wind, gravity and drag that affect the particles' movement pattern. The simulator ignored the collision between particles so as to achieve faster calculation and real-time results.

As stated in the paper, the copying of particle data from CPU to GPU is slow. The simulation is non-realistic but that can be further improved. It is also difficult for artists to control the shape and movement of the smoke by defining the forces. The model does not fully use the rules of fluid dynamics and may have same visual defects. But in order to achieve fast calculation and real-time generation, some trade-off of the visual aspect can be justified.

Using vortices to affect the behaviour of the smoke can be useful in my project in order to achieve realistic and random effects. At the same time, some level of control over the particles within the vortices can be achieved.

A Controllable, Fast and Stable Basis for Vortex Based Smoke Simulation

Alexis Angelidis, Fabrice Neyre, Karan Singh, Derek Nowrouzezahrai, 2006
view paper: http://www-evasion.imag.fr/Publications/2006/ANSN06/smoke_sca06.pdf

Overview

The main objective of this paper is to provide animators with a framework for fast and controllable smoke that automatically maintains its chaotic behavior. In order to achieve this, the paper proposes filaments(control rings) for artists to control smoke movements. The model uses filaments to guide the smoke direction and these filaments’ velocity fields affect the smoke attributes and appearance at the same time.

The proposed model works with smoke particle system and it provides low-resolution editing with few particles for artists and high-resolution rendering that preserves the original motion. However, the rendering speed does not allow it to apply to real-time applications.

But for the purpose of my project, the control rings used in this paper can be adopted for use. These control rings can have additional inputs that governs the appearance of the surrounding smoke. It can control the direction and movement of the smoke without losing the smoke's natural look.