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Article: Motion field texture synthesis

TitleMotion field texture synthesis
Authors
KeywordsFluids
Group motion
Motion field
Texture synthesis
Issue Date2009
PublisherAssociation for Computing Machinery, Inc
Citation
Acm Transactions On Graphics, 2009, v. 28 n. 5, p. 110:1-110:8 How to Cite?
AbstractA variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationally. Due to the repetitive nature, some of these motion fields (e.g. turbulence in fluids) could be synthesized by procedural texturing, but procedural texturing is known for its limited generality. We apply example-based texture synthesis for motion fields. Our technique is general and can take on a variety of user inputs, including captured data, manual art, and physical/procedural simulation. This data-driven approach enables artistic effects that are difficult to achieve via previous methods, such as heart shaped swirls in fluid animation. Due to the use of texture synthesis, our method is able to populate a large output field from a small input exemplar, imposing minimum user workload. Our algorithm also allows the synthesis of output motion fields not only with the same dimension as the input (e.g. 2D to 2D) but also of higher dimension, such as 3D volumetric outputs from 2D planar inputs. This cross-dimension capability supports a convenient usage scenario, i.e. the user could simply supply 2D images and our method produces a 3D motion field with similar characteristics. The motion fields produced by our method are generic, and could be combined with a variety of large-scale low-resolution motions that are easy to specify either manually or computationally but lack the repetitive structures to be characterized as textures. We apply our technique to a variety of animation phenomena, including smoke, liquid, and group motion. © 2009 ACM.
Persistent Identifierhttp://hdl.handle.net/10722/141789
ISSN
2015 Impact Factor: 4.218
2015 SCImago Journal Rankings: 2.552
References

 

DC FieldValueLanguage
dc.contributor.authorMa, Cen_HK
dc.contributor.authorWei, LYen_HK
dc.contributor.authorGuo, Ben_HK
dc.contributor.authorZhou, Ken_HK
dc.date.accessioned2011-09-27T03:01:59Z-
dc.date.available2011-09-27T03:01:59Z-
dc.date.issued2009en_HK
dc.identifier.citationAcm Transactions On Graphics, 2009, v. 28 n. 5, p. 110:1-110:8en_HK
dc.identifier.issn0730-0301en_HK
dc.identifier.urihttp://hdl.handle.net/10722/141789-
dc.description.abstractA variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationally. Due to the repetitive nature, some of these motion fields (e.g. turbulence in fluids) could be synthesized by procedural texturing, but procedural texturing is known for its limited generality. We apply example-based texture synthesis for motion fields. Our technique is general and can take on a variety of user inputs, including captured data, manual art, and physical/procedural simulation. This data-driven approach enables artistic effects that are difficult to achieve via previous methods, such as heart shaped swirls in fluid animation. Due to the use of texture synthesis, our method is able to populate a large output field from a small input exemplar, imposing minimum user workload. Our algorithm also allows the synthesis of output motion fields not only with the same dimension as the input (e.g. 2D to 2D) but also of higher dimension, such as 3D volumetric outputs from 2D planar inputs. This cross-dimension capability supports a convenient usage scenario, i.e. the user could simply supply 2D images and our method produces a 3D motion field with similar characteristics. The motion fields produced by our method are generic, and could be combined with a variety of large-scale low-resolution motions that are easy to specify either manually or computationally but lack the repetitive structures to be characterized as textures. We apply our technique to a variety of animation phenomena, including smoke, liquid, and group motion. © 2009 ACM.en_HK
dc.languageengen_US
dc.publisherAssociation for Computing Machinery, Incen_US
dc.relation.ispartofACM Transactions on Graphicsen_HK
dc.subjectFluidsen_HK
dc.subjectGroup motionen_HK
dc.subjectMotion fielden_HK
dc.subjectTexture synthesisen_HK
dc.titleMotion field texture synthesisen_HK
dc.typeArticleen_HK
dc.identifier.emailWei, LY:lywei@cs.hku.hken_HK
dc.identifier.authorityWei, LY=rp01528en_HK
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.doi10.1145/1661412.1618456en_HK
dc.identifier.scopuseid_2-s2.0-77749268049en_HK
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-77749268049&selection=ref&src=s&origin=recordpageen_HK
dc.identifier.volume28en_HK
dc.identifier.issue5en_HK
dc.identifier.spage110:1en_HK
dc.identifier.epage110:8en_HK
dc.identifier.eissn1557-7368-
dc.publisher.placeUnited Statesen_HK
dc.identifier.scopusauthoridMa, C=35771204600en_HK
dc.identifier.scopusauthoridWei, LY=14523963300en_HK
dc.identifier.scopusauthoridGuo, B=7403276409en_HK
dc.identifier.scopusauthoridZhou, K=7202915241en_HK

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