目标驱动流体动画的时间反转与仿真合并

Sivakumaran Gowthaman, Eric Paquette, D. Mould
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引用次数: 0

摘要

我们提出了一种控制液体动画的方法。用户通过提供目标表面来影响模拟,该目标表面将在动画的特定帧处与部分液体相匹配;我们的方法对于形成动画序列的多个目标表面也是有效的。源仿真提供了上下文液体动画,我们用它来集成被控制的目标元素。从每个目标帧开始,我们分向前和向后两部分计算目标仿真,然后将这两部分连接在一起。两个模拟的粒子最初被放置在目标形状上,速度从源模拟中采样。反向粒子使用与正向模拟相反方向的速度,因此两半无缝地连接在一起。当有多个目标帧时,独立计算每个目标帧的模拟,然后将这些多个目标模拟的粒子组合起来。然后,将目标模拟连接到源模拟。在加入前向、后向和源模拟时,采取适当的步骤来选择保留哪些粒子。这导致了一种方法,其中只有一小部分计算时间用于目标模拟,允许更快的计算时间以及在设计完整动画时良好的周转时间。源和目标模拟是使用现成的拉格朗日模拟器计算的,这使得我们的方法与许多现有的动画管道集成起来很容易。我们提出了测试场景,证明了该方法在实现形状良好的目标形状方面的有效性,同时仍然描绘了令人信服的液体外观和感觉。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Time Reversal and Simulation Merging for Target-Driven Fluid Animation
We present an approach to control the animation of liquids. The user influences the simulation by providing a target surface which will be matched by a portion of the liquid at a specific frame of the animation; our approach is also effective for multiple target surfaces forming an animated sequence. A source simulation provides the context liquid animation with which we integrate the controlled target elements. From each target frame, we compute a target simulation in two parts, one forward and one backward, which are then joined together. The particles for the two simulations are initially placed on the target shape, with velocities sampled from the source simulation. The backward particles use velocities in the opposite direction as the forward simulation, so that the two halves join seamlessly. When there are multiple target frames, each target frame simulation is computed independently, and the particles from these multiple target simulations are later combined. In turn, the target simulation is joined to the source simulation. Appropriate steps are taken to select which particles to keep when joining the forward, backward, and source simulations. This results in an approach where only a small fraction of the computation time is devoted to the target simulation, allowing faster computation times as well as good turnaround times when designing the full animation. Source and target simulations are computed using an off-the-shelf Lagrangian simulator, making it easy to integrate our approach with many existing animation pipelines. We present test scenarios demonstrating the effectiveness of the approach in achieving a well-formed target shape, while still depicting a convincing liquid look and feel.
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