Abstract:This paper introduces a novel workflow to generate snow imprints, and model the interaction of snow with dynamic objects. We decoupled snow simulation into three components: a base layer, snow particles, and snow mist. The base layer consists of snow that has not been in contact with a dynamic object yet, and is stored as a level set. Snow particles model the interaction between the snow and the dynamic objects. They are added when the dynamic objects collide with the base layer, and are animated using an adap… Show more
“…Wong and Fu [26] applied the discrete element method (DEM) to snow particles and spring mechanics to represent snow in an interactive simulation environment. Mukai et al [9] simulated snow splitting down from the roof using the extended DEM method, and Dagenais et al [27] simulated snow movement using position based dynamics (PBD) and level-set. Takahashi and Fujishiro [38] modeled the movement of snow using flow based on smoothed particle hydrodynamics (SPH).…”
In this paper, we present a novel method that can stably express the directional ice form caused by freezing of flowing water. The key to the proposed framework is to reflect the flow of fluids with viscosity in the direction of ice growth. Water is simulated by applying a new viscous technique to the implicit incompressible fluid simulation, and the proposed anisotropic freezing solution is used to express directional ice and glaze effects. The conditions under which water particles turn into ice particles are calculated according to a new energy function based on humidity and water flow. The humidity is approximated based on the virtual water film on the surface of the object, and the flow of fluid is incorporated into our anisotropic freezing solution to guide the growth direction of the ice. As a result, the proposed technique reliably produces glaze and directional freezing effects according to the flow direction of viscous water.
“…Wong and Fu [26] applied the discrete element method (DEM) to snow particles and spring mechanics to represent snow in an interactive simulation environment. Mukai et al [9] simulated snow splitting down from the roof using the extended DEM method, and Dagenais et al [27] simulated snow movement using position based dynamics (PBD) and level-set. Takahashi and Fujishiro [38] modeled the movement of snow using flow based on smoothed particle hydrodynamics (SPH).…”
In this paper, we present a novel method that can stably express the directional ice form caused by freezing of flowing water. The key to the proposed framework is to reflect the flow of fluids with viscosity in the direction of ice growth. Water is simulated by applying a new viscous technique to the implicit incompressible fluid simulation, and the proposed anisotropic freezing solution is used to express directional ice and glaze effects. The conditions under which water particles turn into ice particles are calculated according to a new energy function based on humidity and water flow. The humidity is approximated based on the virtual water film on the surface of the object, and the flow of fluid is incorporated into our anisotropic freezing solution to guide the growth direction of the ice. As a result, the proposed technique reliably produces glaze and directional freezing effects according to the flow direction of viscous water.
In this paper, we propose an artificial neural network framework that can represent the foam effects expressed in liquid simulation in detail without noise. The position and advection of foam particles are calculated using the existing screen projection method, and the noise problem that appears in this process is solved through an proposed artificial neural network. The important thing in the screen projection approach is the projection map, but noise occurs in the projection map in the process of projecting momentum into the discretized screen space, and we efficiently solve this problem by using an artificial neural network-based denoising network. When the foam generating area is selected through the projection map, 2D is inversely transformed into 3D space to generate foam particles. We solve the existing denoising network problem in which small-scaled foam particles disappear. In addition, by integrating the proposed algorithm with the screen-space projection framework, all the advantages of this approach can be accommodated. As a result, it shows through various experiments whether it is possible to stably represent not only the clean foam effects but also the foam particles lost due to the denoising process.
“…Separating static structure represented by voxels [Sai-Keung and I-Ting 2015] or a heightfield [Dagenais et al 2016], from dynamic elements implemented with particles can also be beneficial, since it allows the interaction between snow and dynamic objects [Dagenais et al 2016]. Particle-based methods suffer from the common limitation that they do not scale beyond small scenes (with an upper limit of about 100 × 100 m 2 ).…”
Glaciers are some of the most visually arresting and scenic elements of cold regions and high mountain landscapes. Although snow-covered terrains have previously received attention in computer graphics, simulating the temporal evolution of glaciers as well as modeling their wide range of features has never been addressed. In this paper, we combine a Shallow Ice Approximation simulation with a procedural amplification process to author high-resolution realistic glaciers. Our multiresolution method allows the interactive simulation of the formation and the evolution of glaciers over hundreds of years. The user can easily modify the environment variables, such as the average temperature or precipitation rate, to control the glacier growth, or directly use brushes to sculpt the ice or bedrock with interactive feedback. Mesoscale and smallscale landforms that are not captured by the glacier simulation, such as crevasses, moraines, seracs, ogives, or icefalls are synthesized using procedural rules inspired by observations in glaciology and according to the physical parameters derived from the simulation. Our method lends itself to seamless integration into production pipelines to decorate reliefs with glaciers and realistic ice features.
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