Using different spectral scales for the volume's appearance allows for motion at three distinct and disjoint scales. Local dynamics are achieved by phase-shifting through a set of textures within a voxel. Global dynamics, such as eddies, are propagated through the volume using inter-voxel dynamics. Object dynamics are achieved using procedural or keyframe animation techniques on the low-resolution voxel grid. We also develop an automated technique for texture selection by sampling a single large image having various frequency components.
Keywords: Fire, smoke, clouds, gaseous phenomena, volume rendering, atmosphere, splatting, textured splats, animation.
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Figure 1a. Modeling fire with a 7x20x5 voxel grid using traditional
splatting.
Figure 1b. Modling fire with a 7x20x5 voxel grid using our method of
incorporating detail into the splats.
Figure 2. A texture is weighted with the splat footprint function to
produce a textured splat containing embedded detail.
Figure 3. Several stills from an animation of a cow moving through
fire.
Figure 4. A herd kicking up a cloud of dust.
Figure 5. A steaming Utah teapot.
Figure 6. A bonfire cut from a photograph of real fire.
Figure 7. Resulting set of textures generated by randomly sampling
figure 6.
Figure 8. The resulting fire image using the textures from figure 7.
Figure 9. Image from real-time animation of smoke emanating from a
locomotive.
Figure 10. Artistic application. A low-resolution volume textured with
human faces, gives the effects of ghosts.
Figure 11. The volume effect on the left was created by randomly sampling
the texture on the right.
This paper was presented at
Volume Graphics '99 .