Turbulence Estimation in Smoke Simulation via Curvature-Based Image Features

IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Syuhei Sato, Ryosuke Kawazumi, Yoshinori Dobashi
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引用次数: 0

Abstract

Smoke simulation is a crucial element in entertainment applications, such as movies and video games. In particular, the required smoke texture varies depending on the scene, ranging from smooth textures for cigarette smoke to highly irregular ones for explosions. The texture of smoke is primarily influenced by light sources, scattering properties, and turbulence components. Light sources and scattering properties affect the appearance of smoke during rendering, influencing its color, brightness, and density. Turbulence components significantly influence the shape of smoke. While many methods have been proposed for generating turbulence components, they all require manual adjustment of turbulence parameters, which is both time-consuming and labor-intensive. To address this issue, we propose a method for easily generating the desired turbulence by estimating turbulence parameters from images. In our approach, users input images including the desired turbulence components, and optimal parameters representing those components are automatically estimated. This reduces the time and effort required for parameter adjustment, allowing the desired turbulence components to be represented more efficiently.

Abstract Image

基于曲率图像特征的烟雾模拟湍流估计
烟雾模拟在电影和视频游戏等娱乐应用中是一个至关重要的元素。特别是,所需的烟雾纹理因场景而异,从香烟烟雾的平滑纹理到爆炸的高度不规则纹理。烟雾的质地主要受光源、散射特性和湍流成分的影响。光源和散射特性在渲染过程中影响烟雾的外观,影响其颜色、亮度和密度。湍流成分显著地影响烟雾的形状。虽然已经提出了许多生成湍流分量的方法,但它们都需要手动调整湍流参数,这既耗时又费力。为了解决这个问题,我们提出了一种通过从图像中估计湍流参数来轻松生成所需湍流的方法。在我们的方法中,用户输入包含所需湍流分量的图像,并自动估计代表这些分量的最佳参数。这减少了参数调整所需的时间和精力,允许更有效地表示所需的湍流分量。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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