A density-accurate tracking solution for smoke upresolution
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ORIGINAL ARTICLE
A density-accurate tracking solution for smoke upresolution Arnaud Schoentgen1,2 Emmanuelle Darles2
· Jonas Zehnder1 · Pierre Poulin1 · Bernhard Thomaszewski1 · Philippe Meseure2 ·
© Springer-Verlag GmbH Germany, part of Springer Nature 2020
Abstract Controlling smoke simulations is a notoriously challenging and tedious task, usually requiring many trial-and-error iterations that prevent using expensive computations at high resolutions. Unfortunately, naïvely going from a more efficient lowresolution simulation to a high-quality high-resolution simulation usually results in a different behavior of smoke animation. Moreover, the longer the animation, the more different the result. We propose a tracking procedure where we optimally modify the velocity field of the simulation in order to make the smoke density distribution closely follow the low-resolution density in both space and time. We demonstrate the benefits of our approach by accurately tracking various 2D and 3D simulations. The resulting animations are predictable, preserving the coarse density distribution of the low-resolution guides, while being enhanced with plausible high-frequency details. Keywords Physics-based animation · Smoke simulation · Fluid control
1 Introduction Animating natural phenomena is a difficult task with traditional 3D graphics tools. Simulation thus comes as an effective solution to handle complex intricate movements, key to realism. However, it is quite challenging to manipulate initial conditions, physical properties, and propagation in order to achieve a particular animation. Controlling animations of smoke is a typical example that falls in this category. To achieve a specific targeted smoke simulation, an animator has to face the complexity of fluid dynamics and the lack of intuitive specialized 3D tools for manipulating density fields, not to mention many art-directed iterations usually required. When performed at high resolutions, this process becomes a very complex and tedious task, aggravated by long simulation times. One potential solution is to perform simulation or art direction at a lower resolution, before computing the final simulation at high resolution. Electronic supplementary material The online version of this article (https://doi.org/10.1007/s00371-020-01889-3) contains supplementary material, which is available to authorized users.
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Arnaud Schoentgen [email protected]
1
Université de Montréal, Montreal, Canada
2
Université de Poitiers, Poitiers, France
However, changing the resolution of a simulation domain can affect even the coarse look of a physically based animation, leading to surprising and undesirable behaviors in the final animation. This paper introduces a method that enables artists to use a low-resolution dense sequence of density distributions to guide an Eulerian smoke simulation at a higher resolution. In our method, the velocity field of the high-resolution simulation is optimally modified in order to increase the density matching with the low-resolution sim
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