This paper proposes a new data-driven neural network-based fire-flake simulation model. Our model trains a neural network using precomputed fire simulation data. The trained neural network model generates fire flakes in appropriate locations and infers their velocity to make them appear natural to their surroundings. The neural network model consists of a fire-flake generator and a velocity modifier. The fire-flake generator uses the velocity, temperature, and density fields of the precomputed fire simulation as inputs to determine the locations at which natural fire flakes would be generated. The velocity modifier takes the velocity field of the precomputed fire simulation as input and infers the velocity of the generated fire flakes so that they appear natural relative to the flame motions and surroundings. Our method adopts a neural network to efficiently improve the fire-flake simulation, enhancing the performance while maintaining the visual quality. Our model is approximately three times faster than the traditional fire-flake model. In particular, our model is 30 times faster in the velocity modification step. Our method is also easier to implement than the existing physically based fire-flake simulation method and can reduce the time spent by artists and developers on their applications.
We propose a novel method for addressing the problem of efficiently generating a highly refined normal map for screen-space fluid rendering. Because the process of filtering the normal map is crucially important to ensure the quality of the final screen-space fluid rendering, we employ a conditional generative adversarial network (cGAN) as a filter that learns a deep normal map representation, thereby refining the low-quality normal map. In particular, we have designed a novel loss function dedicated to refining the normal map information, and we use a specific set of auxiliary features to train the cGAN generator to learn features that are more robust with respect to edge details. Additionally, we constructed a dataset of six different typical scenes to enable effective demonstrations of multitype fluid simulation. Experiments indicated that our generator was able to infer clearer and more detailed features for this dataset than a basic screen-space fluid rendering method. Moreover, in some cases, the results generated by our method were even smoother than those generated by the conventional surface reconstruction method. Our method improves the fluid rendering results via the high-quality normal map while preserving the advantages of the screen-space fluid rendering methods and the traditional surface reconstruction methods, including that of the computation time being independent of the number of simulation particles and the spatial resolution being related only to image resolution.
1 September 2022 in Journal of the Korea Computer Graphics Society
사단법인 한국컴퓨터그래픽스학회의 논문지로서 그래픽스 분야와 그에 연관된 연구영역의 새로운 발견과 최첨단 연구결과를 발표하는 토론의 장입니다. 학회를 대표하는 학술지인 논문지는 1995년에 논문지 발간을 시작으로 2000년부터 3월, 6월, 9월, 12월 총 4회 발간되었고, 2015년부터는 KCGS 학술대회 특별호를 7월에 발간하면서 총 5회 발간되고 있습니다.