Space-time sculpting of liquid animation

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

We propose an interactive sculpting system for seamlessly editing pre-computed animations of liquid, without the need for any resimulation. 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 precomputed 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.

Original languageEnglish
Title of host publicationProceedings - Motion in Games 2016
Subtitle of host publication9th International Conference on Motion in Games, MIG 2016
EditorsStephen N. Spencer
PublisherAssociation for Computing Machinery, Inc
Pages61-71
Number of pages11
ISBN (Electronic)9781450345927
DOIs
Publication statusPublished - 10 Oct 2016
Event9th International Conference on Motion in Games, MIG 2016 - San Francisco, United States
Duration: 10 Oct 201612 Oct 2016

Publication series

NameProceedings - Motion in Games 2016: 9th International Conference on Motion in Games, MIG 2016

Conference

Conference9th International Conference on Motion in Games, MIG 2016
Country/TerritoryUnited States
CitySan Francisco
Period10/10/1612/10/16

Keywords

  • Fluid animation
  • Sculpture
  • Space-time editing

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