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Proceedings ArticleDOI

A Simple Method to Animate Vegetation in Images Using Simulation-Guided Grid-Based Warping

TLDR
The proposed method enables users to interactively animate vegetation in real-time and produce natural-looking output motions comparable with real cartoons, suitable for simulating vegetation-wind interaction for a dense vegetation field which exhibit non-rigid property.
Abstract
In this paper, we propose a simple method to animate vegetation in images. The proposed method enables users to interactively animate vegetation in real-time. It can be used to enhance a vegetation photograph or painting with animated motions as well as to help animators to create cartoon animation of vegetation. Our method is suitable for simulating vegetation-wind interaction for a dense vegetation field which exhibit non-rigid property, especially in cartoon style images. In our method, wind field is modeled using fluid simulation. We adopt a harmonic oscillator based on wave simulation as the numerical model for the dynamics of vegetation. The velocity generated from the wind field is used to drive the wave simulation to determine the velocity of vegetation. Based on the velocity of vegetation, we employ a grid-based warping approach to animate different types of vegetation such as grass and trees. As a result, for vegetation in images, we can simulate grass and trees swaying in wind as well as under water plants swaying in water. Our method can produce natural-looking output motions comparable with real cartoons. Users can interactively control the location of the source, direction and strength of the wind or water flow and the property of vegetation on the fly.

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Citations
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Journal ArticleDOI

Image-inspired haptic interaction

TL;DR: This work adds new modality to image‐based visualization by converting ordinary photos into tangible images, which can be then haptically rendered, and defines the haptic models in a three‐dimensional haptic modelling space distorted by the central projection.
Journal ArticleDOI

Interactive authoring of bending and twisting motions of short plants using hand gestures

TL;DR: An approach to interactively author the bending and twisting motions of short plants using hand gestures, especially suitable for grass, flowers, and leaves, which is accessible to non‐expert users and suitable for fast prototyping and authoring specific motions ofShort plants such as in cartoons.
Proceedings ArticleDOI

Animating 3D vegetation in real-time using a 2D approach

TL;DR: A 2D approach for real-time animation of vegetation in 3D scenes, especially suitable for simulating wind effects on 3D vegetation fields with densely leaved foliage, which can produce natural looking motions of vegetation swaying in wind comparable with existing commercial software.
Proceedings ArticleDOI

Multisensory Experience with Images

TL;DR: This work applies procedural simulation to simulate image distortions, which are characteristic for various phenomena like blowing wind, fluid flow, etc, and considers how haptic rendering of images can be performed.
References
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"GrabCut": interactive foreground extraction using iterated graph cuts

TL;DR: A more powerful, iterative version of the optimisation of the graph-cut approach is developed and the power of the iterative algorithm is used to simplify substantially the user interaction needed for a given quality of result.
Proceedings ArticleDOI

Texture synthesis by non-parametric sampling

TL;DR: A non-parametric method for texture synthesis that aims at preserving as much local structure as possible and produces good results for a wide variety of synthetic and real-world textures.
Proceedings ArticleDOI

Stable fluids

TL;DR: This paper proposes an unconditionally stable model which still produces complex fluid-like flows and the stability of the model allows us to take larger time steps and therefore achieve faster simulations.
Proceedings ArticleDOI

Graphcut textures: image and video synthesis using graph cuts

TL;DR: A new algorithm for image and video texture synthesis where patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output.
Proceedings ArticleDOI

Fast texture synthesis using tree-structured vector quantization

TL;DR: This paper presents an efficient algorithm for realistic texture synthesis derived from Markov Random Field texture models and generates textures through a deterministic searching process that accelerates this synthesis process using tree-structured vector quantization.
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