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In this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically
based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new
texture for every frame. We synthesize the texture with an optimization procedure which attempts to match the
surface texture to an input sample texture. By synthesizing a new texture for every frame, our method is able to
overcome the discontinuities and distortions of an advected parameterization. We achieve temporal coherence by
initializing the surface texture with color values advected from the surface at the previous frame and including
these colors in the energy function used during optimization.
A. W. Bargteil, F. Sin, J. E. Michaels, T. G. Goktekin, J. F. O'Brien,
"A Texture Synthesis Method for Liquid
Animations." In The Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation,
Vienna, Austria, September 2 - 4, 2006.
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Previous version: A. W. Bargteil, F. Sin, J. E. Michaels, T. G. Goktekin, J. F. O'Brien,
"A Texture Synthesis Method for Liquid
Animations." In The Proceedings of ACM SIGGRAPH 2006,
Boston, Massachusetts, July 30 - August 3, 2006. Technical Sketch
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