Fast Animation of Amorphous and Gaseous Phenomena

We present a technique to animate amorphous materials such as fire, smoke and dust in real-time on graphics hardware with dedicated texture memory. Our method uses a coarse voxel grid to model object dynamics, and texture cycling to create local and global dynamics. Detail is added by encoding high-frequency components, which are normally spread uniformly throughout the volume, into the volume integration. The individual voxels are rendered using a splatting approach with a table of anisotropic footprint functions. Our method produces a truly three-dimensional volume effect that can interact with the rest of the environment. Using different spectral scales for the volume’s appearance allows for motion at three distinct and disjoint scales. Local dynamics are achieved by phase-shifting through a set of textures within a voxel. Global dynamics, such as eddies, are propagated through the volume using inter-voxel dynamics. Object dynamics are achieved using procedural or keyframe animation techniques on the low-resolution voxel grid. We also develop an automated technique for texture selection by sampling a single large image having various frequency components.

[1]  Pat Hanrahan,et al.  Volume Rendering , 2020, Definitions.

[2]  Norishige Chiba,et al.  Two-dimensional visual simulation of flames, smoke and the spread of fire , 1994, Comput. Animat. Virtual Worlds.

[3]  James T. Kajiya,et al.  Ray tracing volume densities , 1984, SIGGRAPH.

[4]  Ricki Blau,et al.  Approximate and probabilistic algorithms for shading and rendering structured particle systems , 1985, SIGGRAPH.

[5]  Eugene Fiume,et al.  Depicting fire and other gaseous phenomena using diffusion processes , 1995, SIGGRAPH.

[6]  Geoffrey Y. Gardner,et al.  Visual simulation of clouds , 1985, SIGGRAPH.

[7]  Dimitris N. Metaxas,et al.  Modeling the motion of a hot, turbulent gas , 1997, SIGGRAPH.

[8]  James F. Blinn,et al.  Light reflection functions for simulation of clouds and dusty surfaces , 1982, SIGGRAPH.

[9]  Pat Hanrahan,et al.  Hierarchical splatting: a progressive refinement algorithm for volume rendering , 1991, SIGGRAPH.

[10]  Lee Westover,et al.  Interactive volume rendering , 1989, VVS '89.

[11]  Peter Shirley,et al.  A polygonal approximation to direct scalar volume rendering , 1990, SIGGRAPH 1990.

[12]  Nelson Max,et al.  Texture splats for 3D vector and scalar field visualization , 1993 .

[13]  Ken Perlin,et al.  [Computer Graphics]: Three-Dimensional Graphics and Realism , 2022 .

[14]  M. Levoy,et al.  Fast volume rendering using a shear-warp factorization of the viewing transformation , 1994, SIGGRAPH.

[15]  David S. Ebert,et al.  Rendering and animation of gaseous phenomena by combining fast volume and scanline A-buffer techniques , 1990, SIGGRAPH.

[16]  P. Hanrahan,et al.  Area and volume coherence for efficient visualization of 3D scalar functions , 1990, VVS.

[17]  Thomas Malzbender,et al.  Fourier volume rendering , 1993, TOGS.

[18]  Marc Levoy,et al.  Display of surfaces from volume data , 1988, IEEE Computer Graphics and Applications.