TY - JOUR
T1 - Synthesizing Waves from Animated Height Fields
AU - Nielsen, Michael Bang
AU - Söderström , Andreas
AU - Bridson, Robert
PY - 2013
Y1 - 2013
N2 - Computer animated ocean waves for feature films are typically carefully choreographed to match the vision of the director and to support the telling of the story. The rough shape of these waves is established in the previsualization (previs) stage, where artists use a variety of modeling tools with fast feedback to obtain the desired look. This poses a challenge to the effects artists who must subsequently match the locked-down look of the previs waves with high-quality simulated or synthesized waves, adding the detail necessary for the final shot. We propose a set of automated techniques for synthesizing Fourier-based ocean waves that match a previs input, allowing artists to quickly enhance the input wave animation with additional higher-frequency detail that moves consistently with the coarse waves, tweak the wave shapes to flatten troughs and sharpen peaks if desired (as is characteristic of deep water waves), and compute a physically reasonable velocity field of the water analytically. These properties are demonstrated with several examples, including a previs scene from a visual effects production environment.
AB - Computer animated ocean waves for feature films are typically carefully choreographed to match the vision of the director and to support the telling of the story. The rough shape of these waves is established in the previsualization (previs) stage, where artists use a variety of modeling tools with fast feedback to obtain the desired look. This poses a challenge to the effects artists who must subsequently match the locked-down look of the previs waves with high-quality simulated or synthesized waves, adding the detail necessary for the final shot. We propose a set of automated techniques for synthesizing Fourier-based ocean waves that match a previs input, allowing artists to quickly enhance the input wave animation with additional higher-frequency detail that moves consistently with the coarse waves, tweak the wave shapes to flatten troughs and sharpen peaks if desired (as is characteristic of deep water waves), and compute a physically reasonable velocity field of the water analytically. These properties are demonstrated with several examples, including a previs scene from a visual effects production environment.
KW - Fluid modeling
KW - animation
KW - fluid control
KW - fluid simulation
KW - physically based animation
U2 - 10.1145/2421636.2421638
DO - 10.1145/2421636.2421638
M3 - Journal article
SN - 0730-0301
VL - 32
JO - A C M Transactions on Graphics
JF - A C M Transactions on Graphics
IS - 1
M1 - Article 2
ER -