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Motion Field Texture Synthesis

机译:运动场纹理合成

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摘要

A variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important; but tedious to specify manually or expensive to simulate computationally. Due to the repetitive nature; some of these motion fields (e.g. turbulence in fluids) could be synthesized by procedural texturing; but procedural texturing is known for its limited generality.rnWe apply example-based texture synthesis for motion fields. Our technique is general and can take on a variety of user inputs; including captured data; manual art; and physical/procedural simulation. This data-driven approach enables artistic effects that are difficult to achieve via previous methods; such as heart shaped swirls in fluid animation. Due to the use of texture synthesis; our method is able to populate a large output field from a small input exemplar; imposing minimum user workload. Our algorithm also allows the synthesis of output motion fields not only with the same dimension as the input (e.g. 2D to 2D) but also of higher dimension; such as 3D volumetric outputs from 2D planar inputs. This cross-dimension capability supports a convenient usage scenario; I.e. the user could simply supply 2D images and our method produces a 3D motion field with similar characteristics. The motion fields produced by our method are generic; and could be combined with a variety of large-scale low-resolution motions that are easy to specify either manually or computationally but lack the repetitive structures to be characterized as textures. We apply our technique to a variety of animation phenomena; including smoke; liquid; and group motion.
机译:各种动画效果(例如畜群和液体)都包含具有重复结构特征的详细运动场。这种详细的运动场通常在视觉上很重要。但是繁琐的人工指定或昂贵的计算模拟。由于重复性;其中一些运动场(例如流体中的湍流)可以通过程序纹理化来合成;但是程序纹理由于其有限的通用性而闻名。我们将基于示例的纹理合成应用于运动场。我们的技术是通用的,可以接受各种用户输入。包括捕获的数据;手工艺术;以及物理/过程仿真。这种数据驱动的方法可以实现以前的方法难以实现的艺术效果。例如流体动画中的心形漩涡。由于使用了纹理合成;我们的方法能够从较小的输入示例填充较大的输出字段;施加最小的用户工作量。我们的算法还可以合成输出运动场,不仅具有与输入相同的尺寸(例如2D到2D),而且还可以具有较高的尺寸;例如2D平面输入的3D体积输出。这种跨维度功能支持便捷的使用场景。即用户只需提供2D图像,我们的方法就可以产生具有类似特征的3D运动场。我们的方法产生的运动场是通用的。并且可以与各种大规模的低分辨率运动相结合,这些运动很容易手动或通过计算指定,但缺少以纹理为特征的重复结构。我们将技术应用于各种动画现象。包括烟雾;液体;和集体运动。

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