Vector fluid: a vector art representation of fluid

R. Ando, R. Tsuruno
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Abstract

We present a new approach for rendering fluid with a style of vector graphics. The proposed method of vector art rendering of fluid exhibits a curly, beautiful and clear silhouette which deserves artistic expression. (See Figure 1) In computer vision, fluid has been mainly focused on capturing realistic behavior. Thanks to the much contribution of seminal works, large knowledge of photorealistic rendering of fluid have been amassed. On the other hand, although some approaches of the artistic rendering of fluid proposed [Selle et al. 2004; Eden et al. 2007], it seems that the area is not researched intensively and this kind of rendering technique still remains untouched. In order to achieve vector art rendering, we have to track the target region in fluid. However, popular methods of tracking interface model fluid with density field or collection of particles which introduce sudden topological changes and it is challenging to track them precisely. Instead, we consider the velocity field is infinitely continuous so that none of the part of fluid contour intersects each other at any state. Even though such consideration is questionable in physically derived model, this concept of non-intersection of contour leads a very simple algorithm and exhibits nice results. In this paper we first briefly describe the algorithm for vector fluid rendering and secondly we show some artworks created by our method to demonstrate the potential of our algorithm.
矢量流体:流体的矢量艺术表示
我们提出了一种用矢量图形风格渲染流体的新方法。所提出的流体矢量艺术渲染方法呈现出卷曲、优美、清晰的轮廓,值得艺术表达。(见图1)在计算机视觉中,流体主要集中于捕捉真实的行为。由于许多开创性作品的贡献,大量的流体的真实感渲染知识已经积累起来。另一方面,虽然提出了一些流体艺术渲染的方法[Selle et al. 2004;Eden et al. 2007],这一领域似乎没有得到深入研究,这种渲染技术仍然未被触及。为了实现矢量艺术渲染,我们必须在流体中跟踪目标区域。然而,目前常用的带有密度场或粒子集的界面模型流体的跟踪方法会引入突然的拓扑变化,难以精确跟踪。相反,我们认为速度场是无限连续的,因此流体轮廓的各个部分在任何状态下都不会相交。尽管这种考虑在物理推导模型中是有问题的,但这种轮廓不相交的概念导致了一个非常简单的算法,并显示出很好的结果。在本文中,我们首先简要地描述了矢量流体渲染的算法,然后我们展示了用我们的方法创建的一些艺术品,以展示我们的算法的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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