This paper presents a particle-based model for preserving fluid sheets of animated liquids with an adaptively sampled Fluid-Implicit-Particle (FLIP) method. In our method, we preserve fluid sheets by filling the breaking sheets with particle splitting in the thin regions, and by collapsing them in the deep water. To identify the critically thin parts, we compute the anisotropy of the particle neighborhoods, and use this information as a resampling criterion to reconstruct thin liquid surfaces. Unlike previous approaches, our method does not suffer from diffusive surfaces or complex remeshing operations, and robustly handles topology changes with the use of a meshless representation. We extend the underlying FLIP model with an anisotropic position correction to improve the particle spacing, and adaptive sampling to efficiently perform simulations of larger volumes. Due to the Lagrangian nature of our method, it can be easily implemented and efficiently parallelized. The results show that our method can produce visually complex liquid animations with thin structures and vivid motions.
The input line drawing (left), color reference image (middle), and our result (right). Our method can paint details in empty pupils by transferring pupil details from the reference image.
This paper presents an algorithm for generating reahtic drawing strokes that can take on the appearance of pastels, charcoals, or crayons. The similarity between pigments deposited on a paper surface by a pastel stroke and on the texture of an illuminated paper surface was studied. Twelve paper textures were prepared and were illuminated h r n various directions in increments o f 30 degrees for a stroke drawn m an arbitrary direction. After these textures were processed as if they could be used as a height field, pigments deposited on paper were calculated using the height field and pen pressure. The height field is determined by linear interpolation of multiple paper textures for dxawing strokes in any direction. By using the paper texture instead of simulating the deposition of pigments, a realistic stroke with arbitrary parameters can be rendered in real time.
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