Space-time sculpting of liquid animation

Autor: Ulysse Vimont, Marie-Paule Cani, Damien Rohmer, Chris Wojtan, Pierre-Luc Manteaux
Přispěvatelé: Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments (IMAGINE ), Inria Grenoble - Rhône-Alpes, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Laboratoire Jean Kuntzmann (LJK ), Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019])-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), Institute of Science and Technology [Klosterneuburg, Austria] (IST Austria), ERC, European Project: 291184,EC:FP7:ERC,ERC-2011-ADG_20110209,EXPRESSIVE(2012), Institute of Science and Technology [Austria] (IST Austria)
Jazyk: angličtina
Rok vydání: 2016
Předmět:
Zdroj: MIG '16-Proceedings of the 9th International Conference on Motion in Games
Motion In Games
Motion In Games, Oct 2016, San Francisco, United States. pp.61-71, ⟨10.1145/2994258.2994261⟩
Proceedings of the 9th International Conference on Motion in Games
MIG
Proceedings of the 9th International Conference on Motion in Games-MIG 16
Proceedings of the 9th International Conference on Motion in Games-MIG '16
Popis: International audience; We propose an interactive sculpting system for seamlessly editing pre-computed animations of liquid, without the need for any re-simulation. The input is a sequence of meshes without correspondences representing the liquid surface over time. Our method enables the efficient selection of consistent space-time parts of this animation, such as moving waves or droplets, which we call space-time features. Once selected, a feature can be copied, edited, or duplicated and then pasted back anywhere in space and time in the same or in another liquid animation sequence. Our method circumvents tedious user interactions by automatically computing the spatial and temporal ranges of the selected feature. We also provide space-time shape editing tools for non-uniform scaling, rotation, trajectory changes, and temporal editing to locally speed up or slow down motion. Using our tools, the user can edit and progressively refine any input simulation result, possibly using a library of pre-computed space-time features extracted from other animations. In contrast to the trial-and-error loop usually required to edit animation results through the tuning of indirect simulation parameters, our method gives the user full control over the edited space-time behaviors.
Databáze: OpenAIRE