Graphics Research Group
Western Connecticut State University

Home

About Us

People

Projects

Publications

Other Stuff

Simple Non-Photorealistic Methods for Animation (Joel):
Smoke Streams

In order to simulate smoke, it was important to create a model that used as few controls as possible, in order to keep the process simple. The model I developed consists of one or more smoke streams. Each smoke stream is modeled as a sequence of points in the stream. Each point is represented by a position (in 3-space, x,y,z) and the amount of time the point has existed (t). This time factor is normally measured in frames. Though similar to particle system approaches to simulating smoke, this method uses far fewer points and therefore reduces the amount of computation required. T. McReynolds et al use a similar technique for vapor trails, replacing these “points” with OpenGL billboards. In order to render each smoke stream, the stream’s points are used as control points for an interpolated curve, which in turn forms the basis of the given smoke stream. The number and frequency of these points relate to the degree of the curve produced. Though these points could be used as control points for either a Bezier or b-spline curve, I found a simple sinusoidal curve to be more than adequate.