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Vector fluid: a vector graphics depiction of surface flow

Published:07 June 2010Publication History

ABSTRACT

We present a simple technique for creating fluid silhouettes described with vector graphics, which we call "Vector Fluid." In our system, a solid region in the fluid is represented as a closed contour and advected by fluid flow to form a curly and clear shape similar to marbling or sumi-nagashi (See Figure 1). The fundamental principle behind our method is that contours of solid regions should not collide. This means that if the initial shape of the region is a concave polygon, that shape should maintain its topology so that it can be rendered as a regular concave polygon, no matter how irregularly the contour is distorted by advection. In contrast to other techniques, our approach explicitly neglects topology changes to track surfaces in a trade off of computational cost and complexity. We also introduce an adaptive contour sampling technique to reduce this extra cost. We explore specific examples in 2D for art oriented usage and show applications and robustness of our method to exhibit organic fluid components. We also demonstrate how to port our entire algorithm onto a GPU to boost interactive performance for complex scenes.

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          cover image ACM Other conferences
          NPAR '10: Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
          June 2010
          183 pages
          ISBN:9781450301251
          DOI:10.1145/1809939

          Copyright © 2010 ACM

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          Publication History

          • Published: 7 June 2010

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