We propose a method for simulating the complex dynamics of partially and fully saturated woven and knit fabrics interacting with liquid, including the effects of buoyancy, nonlinear drag, pore (capillary) pressure, dripping, and convection-diffusion. Our model evolves the velocity fields of both the liquid and solid relying on mixture theory, as well as tracking a scalar saturation variable that affects the pore pressure forces in the fluid. We consider the porous microstructure implied by the fibers composing individual threads, and use it to derive homogenized drag and pore pressure models that faithfully reflect the anisotropy of fabrics. In addition to the bulk liquid and fabric motion, we derive a quasi-static flow model that accounts for liquid spreading within the fabric itself. Our implementation significantly extends standard numerical cloth and fluid models to support the diverse behaviors of wet fabric, and includes a numerical method tailored to cope with the challenging nonlinearities of the problem. We explore a range of fabric-water interactions to validate our model, including challenging animation scenarios involving splashing, wringing, and collisions with obstacles, along with qualitative comparisons against simple physical experiments.
Metallophones such as glockenspiels produce sounds in response to contact. Building these instruments is a complicated process, limiting their shapes to well-understood designs such as bars. We automatically optimize the shape of arbitrary 2D and 3D objects through deformation and perforation to produce sounds when struck which match user-supplied frequency and amplitude spectra. This optimization requires navigating a complex energy landscape, for which we develop Latin Complement Sampling to both speed up finding minima and provide probabilistic bounds on landscape exploration. Our method produces instruments which perform similarly to those that have been professionallymanufactured, while also expanding the scope of shape and sound that can be realized, e.g., single object chords. Furthermore, we can optimize sound spectra to create overtones and to dampen specific frequencies. Thus our technique allows even novices to design metallophones with unique sound and appearance.
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We present a novel artistic-verisimilitude driven system for watercolor rendering of images and photos. Our system achieves realistic simulation of a set of important characteristics of watercolor paintings that have not been well implemented before. Specifically, we designed several image filters to achieve: 1) watercolor-specified color transferring; 2) saliency-based level-of-detail drawing; 3) hand tremor effect due to human neural noise; and 4) an artistically controlled wet-in-wet effect in the border regions of different wet pigments. A user study indicates that our method can produce watercolor results of artistic verisimilitude better than previous filter-based or physical-based methods. Furthermore, our algorithm is efficient and can easily be parallelized, making it suitable for interactive image watercolorization.
Oak tree Beech tree (a) biological distribution Unrelaxed Our method (b) photon density estimation (c) point cloud sampling + reconstruction Figure 1: Analogous to bilateral filtering [Tomasi and Manduchi 1998], our bilateral sampling method considers both spatial-domain and nonspatial-domain properties. Our method can generate distributions with sample attributes that are not direct functions of the underlying domains, such as more natural biological distribution with domain-independent tree type and size (a), less noisy photon density estimation with arbitrary flux and incoming direction (b), and more accurate (hidden) surface reconstruction from point cloud sampling (c).
Current linear modal sound models are tightly coupled with their frequency content. Both the modal vibration of object surfaces and the resulting sound radiation depend on the vibration frequency. Whenever the user tweaks modal parameters to adjust frequencies the modal sound model changes completely, necessitating expensive recomputation of modal vibration and sound radiation. We propose a new method for interactive and continuous editing as well as exploration of modal sound parameters. We start by sampling a number of key points around a vibrating object, and then devise a compact, low-memory representation of frequency-varying acoustic transfer values at each key point using Prony series. We efficiently precompute these series using an adaptive frequency sweeping algorithm and volume-velocity-preserving mesh simplification. At runtime, we approximate acoustic transfer values using standard multipole expansions. Given user-specified modal frequencies, we solve a small least-squares system to estimate the expansion coefficients, and thereby quickly compute the resulting sound pressure value at arbitrary listening locations. We demonstrate the numerical accuracy, the runtime performance of our method on a set of comparisons and examples, and evaluate sound quality with user perception studies.
Fig. 1. Hair is submerged in water and then rapidly flipped, resulting in wet locks and dripping.The diverse interactions between hair and liquid are complex and span multiple length scales, yet are central to the appearance of humans and animals in many situations. We therefore propose a novel multi-component simulation framework that treats many of the key physical mechanisms governing the dynamics of wet hair. The foundations of our approach are a discrete rod model for hair and a particle-in-cell model for fluids. To treat the thin layer of liquid that clings to the hair, we augment each hair strand with a height field representation. Our contribution is to develop the necessary physical and numerical models to evolve this new system and the interactions among its components. We develop a new reduced-dimensional liquid model to solve the motion of the liquid along the length of each hair, while accounting for its moving reference frame and influence on the hair dynamics. We derive a faithful model for surface tension-induced cohesion effects between adjacent hairs, based on the geometry of the liquid bridges that connect them. We adopt an empirically-validated drag model to treat the effects of coarse-scale interactions between hair and surrounding fluid, and propose new volume-conserving dripping and absorption strategies to transfer liquid between the reduced and particle-in-cell liquid representations. The synthesis of these techniques yields an effective wet hair simulator, which we use to animate hair flipping, an animal shaking itself dry, a spinning car wash roller brush dunked in liquid, and intricate hair coalescence effects, among several additional scenarios.
Fig. 1. Left: A rotating brush splashing through thick oil paint. The inset shows a zoomed view of paint on the bristles. Middle: Melted chocolate poured onto a hair-covered cylinder that rotates to mimic the shaking behavior of mammals. Right: Soba noodles covered with oyster sauce pulled upwards by a fork.We propose a framework for simulating the complex dynamics of strands interacting with compressible, shear-dependent liquids, such as oil paint, mud, cream, melted chocolate, and pasta sauce. Our framework contains three main components: the strands modeled as discrete rods, the bulk liquid represented as a continuum (material point method), and a reduced-dimensional flow of liquid on the surface of the strands with detailed elastoviscoplastic behavior. These three components are tightly coupled together. To enable discrete strands interacting with continuum-based liquid, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. We also develop an extended constraint-based collision handling method that supports cohesion between strands. Furthermore, we present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps. We explore a series of challenging scenarios, involving splashing, shaking, and agitating the liquid which causes the strands to stick together and become entangled.
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