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研究生: 李樹仁
論文名稱: 即時流體模擬於藝術上之應用
Artistic Applications of Real-time Fluid Simulation
指導教授: 楊舜仁
張鈞法
口試委員: 楊舜仁
張鈞法
歐陽明
莊榮宏
林文杰
李潤容
學位類別: 博士
Doctor
系所名稱: 電機資訊學院 - 資訊工程學系
Computer Science
論文出版年: 2014
畢業學年度: 102
語文別: 英文
論文頁數: 56
中文關鍵詞: 計算機圖學流體模擬非擬真成像即時成像繪圖系統
外文關鍵詞: Computer Graphics, Fluid Simulation, Non-photorealistic Rendering, Real-time Rendering, Painting System
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  • 本論文探討數種即時流體模擬之演算法,以及其於藝術上之應用。本文探討之演算法包括純粹於逼近流體之外觀、簡化之流體模型、以及完全以物理為基礎之模擬。我們將以三個應用程式為例子,解說各種流體演算法於藝術上之運用:首先是一個即時將立體場景以手繪水彩畫風繪製的架構;其次是一個以簡化的流體模型即時繪製擬真溪流的特效系統;最後則是完全以物理為基礎之流體模擬所架構的潑墨畫繪製系統,本文將展示如何以擬真的流體模擬製作出現有的繪圖系統無法達成之效果。


    This thesis discusses the various approaches to fluid simulation and their artistic applications. The various approaches range from purely empirical, to a simplified simulation model, and finally a full physics-based simulation. We introduce three artistic applications that utilize these models. The first one is a framework for real-time rendering of watercolor effects for a 3D scene, which use a combination of shaders to empirically emulate the various characteristics of watercolor. The second is a system for rendering realistic splashing stream water, which showcases how a simplified fluid model can still yield a realistic result. The final one is a painting system for splattering artwork, where we demonstrate a full physics based fluid simulation and how it helps artists to create vibrant and dynamic artwork that is difficult to produce using conventional digital tools.

    Chapter 1. Introduction 5 1.1. Applications 5 1.2. Related Works 11 Chapter 2. Real-time Watercolor Effects 14 2.1. Overview 14 2.1.1. Watercolor Effects 14 2.2. System Details 16 2.2.1. VertexShader 17 2.2.2. Fragment Shader 17 2.3. Results and Summary 18 2.3.1. Performance 19 2.3.2. Conclusions and Future Work 19 Chapter 3. Real-time Rendering of Splashing Stream Water 21 3.1. Overview 21 3.2. Simulation 21 3.2.1. Height field 22 3.2.2. 2D flow field approximation 22 3.2.3. Emit particles and sub-particles 23 3.2.4. Particle motion simulation 24 3.2.5. Collision and dampening 24 3.2.6. State transition 25 3.2.7. Transfer the position data to vertices 25 3.3. Rendering 25 3.4. Results and summary 27 Chapter 4. Interactive Ink Splattering Art Creation 29 4.1. Overview 29 4.2. Interaction Mode 30 4.2.1. Ink-Flicking Mode 31 4.2.2. Ink-Dripping Mode 32 4.3. Simulation Framework 33 4.3.1. Ink-Brush Stage 34 4.3.2. Ink-Air Stage 38 4.3.3. Ink-Paper Stage 42 4.4. Implementation 44 4.5. Discussion 45 4.5.1. User Interface and Resulting Patterns 45 4.5.2. Comparison with Other Methods 46 4.6. Summary and Future Works 48 Chapter 5. Afterword and Final Thoughts 50 Chapter 6. Appendix: Fluid Simulation 51 Chapter 7. Bibliography 54

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