Abstract

This issue contains three papers. In the first paper, M. Hassaballah, Abdelraheem M. Aly, and Ahmad Abdelnaim, from South Valley University Qena, Egypt, propose for the Interactive simulations of fluids flow to obtain the stable pressure from modifications in the source term of pressure Poisson equation (PPE). The particles disorders are solved using a shifting technique with the current treatment of source term in PPE. In addition, the dummy boundary particles are used for the rigid boundary treatment. Performance of the stabilized ISPH model is tested on various numerical simulations with largely distorted free surface including liquid sloshing problems, fluid–fluid, fluid–structure interactions and dam-break over horizontal and inclined plane. To extend the applicability of the stabilized ISPH model, the postprocess including visual realism with the highly rendering scheme is coupled. In the second paper, Xianxuan Lin, Wang Xun, Jinyu Li, Bailin Yang, Kaili Zhang, Tianxiang Wei, from Zhejiang Gongshang University in Hangzhou, China, and Frederick W. B. Li, from Durham University, UK, propose a color migration framework for home scene images. It picks the coloring from a template image and transforms such coloring to a home scene image through a simple interaction. Their framework comprises three main parts. First, they carry out an interactive segmentation to divide an image into local regions and extract their corresponding colors. Second, they generate a matching color table by sampling the template image according to the color structure of the original home scene image. Finally, they transform colors from the matching color table to the target home scene image with boundary transition maintained. Experiment results demonstrated their framework can produce aesthetically attractive home scene coloring. In the last paper, Xiaoyu Cui, Ruifan Cai, Xiangjun Tang, Xiaogang Jin, from Zhejiang University, in Hangzhou, China, and Zhigang Deng, from University of Houston, Texas, United States, propose a novel shape-constrained fireworks simulation method with rich textures in a helmet-mounted display virtual environment using sketched feature lines as input. Their approach first retrieves an object from a three-dimensional (3D) model database using a sketch-based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, they introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, they introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes. Through their experiments, they demonstrate that their approach can produce better results than state-of-the-art approaches.

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