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Particle upsampling as a flexible post-processing approach to increase details in animations of splashing liquids

机译:粒子上采样作为灵活的后处理方法,以增加溅液的动画细节

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Realistic and detailed liquid splashes require costly fine-scale discretization. We present an efficient post-processing approach for particle-based methods to locally improve the behavior of splashes on coarser liquids. Our method first computes a splash volume over time from the intersections between an identified upsampling volume and colliding volumes. We then upsample particles inside cells of the splash volume; these cells are pre-computed using a likelihood score based on criteria favoring emerging particles. In addition to the advection scheme, enhanced realism is achieved by applying a localized artificial pressure on upsampled particles in order to mimic surface tension in critical regions of splashes. Finally, we propagate waves using a novel implicit model that couples the impact of upsampled particles on the coarser liquid by updating the velocity field at these locations. Our implicit wave model can produce detailed swirls by solely applying velocity updates directly on the underlying particles from the coarse liquid, and prevents from using a high density of surface points. As a result, our approach can generate localized and parameterizable high-resolution splashes from solid-liquid and liquid-liquid interactions, and thus can simulate a wide range of unique and customizable splashes on top of an animated coarse liquid. (C) 2020 Elsevier Ltd. All rights reserved.
机译:现实和详细的液体飞溅需要昂贵的微尺度离散化。我们提出了一种高效的基于粒子方法的后处理方法,以局部提高较粗液体溅的行为。我们的方法首先从识别的上采样卷和碰撞卷之间的交叉点来计算飞溅量随时间。然后,我们在飞溅体积的细胞内占据粒子;使用基于偏好颗粒的标准使用似然分数预先计算这些细胞。除了平面方案之外,通过对上采样的颗粒施加局部的人工压力来实现增强的现实主义,以便在溅突出的临界区域模仿表面张力。最后,我们通过更新这些位置处的速度场来利用新颖的隐含模型传播波的覆盖粒子在粗液体上的影响。我们的隐式波模型可以通过单独将速度更新直接施加在粗液体上,并防止使用高密度的表面点来产生详细的漩涡。结果,我们的方法可以产生从固液和液体 - 液体相互作用的局部和可参数化的高分辨率,因此可以模拟动画粗液顶部的各种独特和可定制的飞溅。 (c)2020 elestvier有限公司保留所有权利。

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