Blending Liquids

Greg Turk
Karthik Raveendran

We present a method for smoothly blending between existing liquid animations.

We introduce a semi-automatic method for matching two existing liquid animations, which we use to create new fluid motion that plausibly interpolates the input.
Our contributions include a new space-time non-rigid iterative closest point algorithm that incorporates user guidance, a sub-sampling technique for efficient registration of meshes with millions of vertices, and a fast surface extraction algorithm that produces 3D triangle meshes from a 4D space-time surface.
Our technique can be used to instantly create hundreds of new simulations or to interactively explore complex parameter spaces.

Our method is guaranteed to produce output that does not deviate from the input animations, and it generalizes to multiple dimensions. Because our method runs at interactive rates after the initial precomputation step, it has potential applications in games and training simulations.

Greg Turk, Karen Liu, Jarek Rossignac, Irfan Essa, Jim Rehg, Blair MacIntyre

The Graphics Lab is dedicated to research in all aspects of computer graphics, including animation, modeling, rendering, image and video manipulation and augmented reality.