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SIGGRAPH 2005 신 승 호 신 승 호. Water Drops on Surfaces Huamin Wang Peter J. Mucha Greg Turk Georgia Institute of Technology.

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Presentation on theme: "SIGGRAPH 2005 신 승 호 신 승 호. Water Drops on Surfaces Huamin Wang Peter J. Mucha Greg Turk Georgia Institute of Technology."— Presentation transcript:

1 SIGGRAPH 2005 신 승 호 신 승 호

2 Water Drops on Surfaces Huamin Wang Peter J. Mucha Greg Turk Georgia Institute of Technology

3 Introduction  Small-scale liquid motions such as water drops, Surface tension effect become too strong.  The core algorithm is a virtual surface method.  Fluid solver represents and updates the liquid surface using the particle level set method.

4 Algorithm Overview  Euler method to solve for viscous momentum diffusion.  External forces such as gravity update the velocity field.  Semi-Lagrangian method to calculate the velocity advection.  Projection step solves a Poisson equation to make the velocity field divergent free.  We complete the signed distance function by the fast marching algorithm.

5 Physical Background  Pressure difference across the surface.  Surface tension dependent with mean curvature k.  Three different interface Liquid-air, Liquid-solid, solid-air.  : Stable contact angle.  : Interfacial tension coefficients. (1) (2)

6 Virtual Surface : curved contact line between solid surface and liquid surface : solid surface normal : liquid surface normal

7 Dynamic Contact Angle Model  Using two stable contact angles : receding (minimum) stable contact angle : advancing (maximum) stable contact angle  Wettable solid surfaces : wetted advancing contact angle

8 Applications and Results Shape of Drops with different stable contact angles

9 Shell Maps Serban D. Porumbescu Brian Budge Louis Feng Kenneth I. Joy Institute for Data Analysis and Visualization Computer Science Department University of California, Davis

10 Introduction  Shell map is a bijective(one-to-one) mapping between shell space and texture space.  Shell maps allow considerable flexibility object.  Texture space can contain geometric objects, procedural volume textures, scalar fields, or others.

11 Offset Surface Generation  Shell space is the region between a base surface and an offset surface to the base.  S and So must have the same number of triangles and the same mesh connectivity.  So should have no self intersections and should not intersect S.

12 Prisms and Tetrahedra Construction  Prisms in shell space correspond to prisms in texture space.  Prisms are split into three tetrahedra.

13 Modeling and Rendering with Shell Maps  Geometry textures can be rendered using ray-tracing.  Rays intersect tetrahedra in shell space (a).  Points marched in shell space are transformed to texture space for density calculations. This method effectively traces curved rays through texture space (b).

14 Results  Increase in geometric distortion as the offset height.  Green base surface pinches back on itself and the resulting blue offset surface is restricted in height.

15 Results  weave texture  Star pattern


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