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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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Ryoichi Ando Ryoichi Ando

Bibliometrics: publication history
Publication years2009-2017
Publication count14
Citation Count114
Available for download9
Downloads (6 Weeks)38
Downloads (12 Months)290
Downloads (cumulative)3,893
Average downloads per article432.56
Average citations per article8.14
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Author image not provided  Reiji Tsuruno

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Bibliometrics: publication history
Publication years2002-2019
Publication count30
Citation Count73
Available for download15
Downloads (6 Weeks)66
Downloads (12 Months)184
Downloads (cumulative)3,893
Average downloads per article259.53
Average citations per article2.43
View colleagues of Reiji Tsuruno

top of pageREFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

Grand, S. L. 2007. GPU Gems 3, Broad-Phase Collision Detection with CUDA. Addison Wesley.
Harada, T., Koshizuka, S., and Kawaguchi, Y. 2007. Smoothed particle hydrodynamics on gpus. In Proc. of Computer Graphics International, 63--70.
Harlow, F. H., and Welch, E. J. 1965. Numerical calculation of time-dependent viscous incompressible flow of fluid with free surface. Physics of Fluids 8, 12, 2182--2189.
Hirt, C. W., and Nichols, B. D. 1981. Volume of fluid /vof/ method for the dynamics of free boundaries. Journal of Computational Physics 39 (January), 201--225.
Kass, M., Witkin, A., and Terzopoulos, D. 1988. Snakes: Active contour models. International journal of computer vision 1, 4, 321--331.
McInerney, T., and Terzopoulos, D. 2000. T-snakes: Topology adaptive snakes. Medical Image Analysis 4, 2, 73--91.
Mokberi, E., and Faloutsos, P. A particle level set library.

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Title NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering table of contents
General Chairs Morgan McGuire Williams College
John Collomosse University of Surrey
Pages 129-135
Publication Date2010-06-07 (yyyy-mm-dd)
Sponsors Adobe
CNRS Centre National De La Rechercue Scientifique
INRIA Institut Natl de Recherche en Info et en Automatique
In-Cooperations SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques
PublisherACM New York, NY, USA ©2010
ISBN: 978-1-4503-0125-1 doi>10.1145/1809939.1809954
Conference NPARNon-Photorealistic Animation and Rendering NPAR logo
Paper Acceptance Rate 19 of 43 submissions, 44%
Overall Acceptance Rate 70 of 168 submissions, 42%
Year Submitted Accepted Rate
NPAR '06 43 17 40%
NPAR '07 34 16 47%
NPAR '08 27 11 41%
NPAR '09 21 7 33%
NPAR '10 43 19 44%
Overall 168 70 42%


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top of pageTable of Contents

Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
Table of Contents
SESSION: Research papers
A few good samples: shape & tone depiction for Hermite RBF implicits
Emilio Vital Brazil, Ives Macêdo, Mario Costa Sousa, Luiz Velho, Luiz Henrique de Figueiredo
Pages: 7-15
Full text: PDFPDF

We present techniques for rendering Hermite Radial Basis Function (HRBF) Implicits in different pen-and-ink styles. HRBF Implicits is a simple and compact representation, providing three fundamental qualities: a small number of point-normal samples as ...
Compact explosion diagrams
Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg
Pages: 17-26
Full text: PDFPDF

This paper presents a system to automatically generate compact explosion diagrams. Inspired by handmade illustrations, our approach reduces the complexity of an explosion diagram by rendering an exploded view only for a subset of the assemblies of an ...
Detail-preserving paint modeling for 3D brushes
Nelson Chu, William Baxter, Li-Yi Wei, Naga Govindaraju
Pages: 27-34
Full text: PDFPDF

Recent years have witnessed significant advances in 3D brush modeling and simulation in digital paint tools. Compared with traditional 2D brushes, a 3D brush can be both more intuitive and more expressive by offering an experience closer to wielding ...
Diffusion constraints for vector graphics
Hedlena Bezerra, Elmar Eisemann, Doug DeCarlo, Joëlle Thollot
Pages: 35-42
Full text: PDFPDF

The formulation of Diffusion Curves [Orzan et al. 2008] allows for the flexible creation of vector graphics images from a set of curves and colors: a diffusion process fills out the parts of the image that are away from curves. However, this model has ...
Directional texture transfer
Hochang Lee, Sanghyun Seo, Seungtaek Ryoo, Kyunghyun Yoon
Pages: 43-48
Full text: PDFPDF

A texture transfer algorithm modifies the target image replacing the high frequency information with the example source image. Previous texture transfer techniques normally use such factors as color distance and standard deviation for selecting the best ...
Example-based stippling using a scale-dependent grayscale process
Domingo Martín, Germán Arroyo, M. Victoria Luzón, Tobias Isenberg
Pages: 51-61
Full text: PDFPDF

We present an example-based approach to synthesizing stipple illustrations for static 2D images that produces scale-dependent results appropriate for an intended spatial output size and resolution. We show how treating stippling as a grayscale process ...
IR2s: interactive real photo to Sumi-e
Ning Xie, Hamid Laga, Sugru Saito, Masayuki Nakajima
Pages: 63-71
Full text: PDFPDF

We propose an interactive sketch-based system for rendering oriental brush strokes on complex shapes. We introduce a contour-driven approach; the user inputs contours to represent complex shapes, the system estimates automatically the optimal trajectory ...
Painterly animation using video semantics and feature correspondence
Liang Lin, Kun Zeng, Han Lv, Yizhou Wang, Yingqing Xu, Song-Chun Zhu
Pages: 73-80
Full text: PDFPDF

We present an interactive system that stylizes an input video into a painterly animation. The system consists of two phases. The first is an Video Parsing phase that extracts and labels semantic objects with different material properties (skin, ...
Progressive histogram reshaping for creative color transfer and tone reproduction
Tania Pouli, Erik Reinhard
Pages: 81-90
Full text: PDFPDF

Image manipulation takes many forms. A powerful approach involves image adjustment by example. To make color edits more intuitive, the intelligent transfer of a user-specified target image's color palette can achieve a multitude of creative effects, ...
Self-similar texture for coherent line stylization
Pierre Bénard, Forrester Cole, Aleksey Golovinskiy, Adam Finkelstein
Pages: 91-97
Full text: PDFPDF

Stylized line rendering for animation has traditionally traded-off between two undesirable artifacts: stroke texture sliding and stroke texture stretching. This paper proposes a new stroke texture representation, the self-similar line artmap (SLAM), ...
Sisley the abstract painter
Mingtian Zhao, Song-Chun Zhu
Pages: 99-107
Full text: PDFPDF

We present an interactive abstract painting system named Sisley. Sisley works upon the psychological principle [Berlyne 1971] that abstract arts are often characterized by their greater perceptual ambiguities than photographs, which tend to invoke moderate ...
Stylized depiction of images based on depth perception
Jorge Lopez-Moreno, Jorge Jimenez, Sunil Hadap, Erik Reinhard, Ken Anjyo, Diego Gutierrez
Pages: 109-118
Full text: PDFPDF

Recent works in image editing are opening up new possibilities to manipulate and enhance input images. Within this context, we leverage well-known characteristics of human perception along with a simple depth approximation algorithm to creatively relight ...
Towards artistic minimal rendering
Paul L. Rosin, Yu-Kun Lai
Pages: 119-127
Full text: PDFPDF

Many nonphotorealistic rendering techniques exist to produce artistic effects from given images. Inspired by various artistic work such as Warhol's, interesting artistic effects can be produced by using a minimal rendering, where the minimum refers to ...
Vector fluid: a vector graphics depiction of surface flow
Ryoichi Ando, Reiji Tsuruno
Pages: 129-135
Full text: PDFPDF

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 ...
Video stylization for digital ambient displays of home movies
Tinghuai Wang, John Collomosse, David Slatter, Phil Cheatle, Darryl Greig
Pages: 137-146
Full text: PDFPDF

Falling hardware costs have prompted an explosion in casual video capture by domestic users. Yet, this video is infrequently accessed post-capture and often lies dormant on users' PCs. We present a system to breathe life into home video repositories, ...
SESSION: Position / grand challenge papers
Non-Photorealistic Rendering and the science of art
Aaron Hertzmann
Pages: 147-157
Full text: PDFPDF

I argue that Non-Photorealistic Rendering (NPR) research will play a key role in the scientific understanding of visual art and illustration. NPR can contribute to scientific understanding of two kinds of problems: how do artists create imagery, and ...
Towards mapping the field of non-photorealistic rendering
Amy A. Gooch
Pages: 159-164
Full text: PDFPDF

Non-photorealistic rendering (NPR) as a field of research is generally described by what it is not and as a result it is often hard to embrace the strengths of non-photorealistic rendering as a discipline beyond digitizing or replicating traditional ...
Viewing progress in non-photorealistic rendering through Heinlein's lens
Amy A. Gooch, Jeremy Long, Li Ji, Anthony Estey, Bruce S. Gooch
Pages: 165-171
Full text: PDFPDF

The field of non-photorealistic rendering is reaching a mature state. In its infancy, researchers explored the mimicry of methods and tools used by traditional artists to generate works of art, through techniques like watercolor or oil painting simulations. ...
Visual explanations
Doug DeCarlo, Matthew Stone
Pages: 173-178
Full text: PDFPDF

Human perceptual processes organize visual input to make the structure of the world explicit. Successful techniques for automatic depiction, meanwhile, create images whose structure clearly matches the visual information to be conveyed. We discuss how ...

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