Abstract

In this paper, we present a novel method that can stably express the directional ice form caused by freezing of flowing water. The key to the proposed framework is to reflect the flow of fluids with viscosity in the direction of ice growth. Water is simulated by applying a new viscous technique to the implicit incompressible fluid simulation, and the proposed anisotropic freezing solution is used to express directional ice and glaze effects. The conditions under which water particles turn into ice particles are calculated according to a new energy function based on humidity and water flow. The humidity is approximated based on the virtual water film on the surface of the object, and the flow of fluid is incorporated into our anisotropic freezing solution to guide the growth direction of the ice. As a result, the proposed technique reliably produces glaze and directional freezing effects according to the flow direction of viscous water.

Highlights

  • I N various VR (Virtual Reality) contents such as movies and games, the freezing effect is used in various scenes expressing freezing scenes in cold regions or extreme environments : “The Day after Tomorrow" (2004), “The Last Airbender" (2010), “The Huntsman: Winter’s War" (2016)

  • Most of the freezing phase changes from water to ice, and in this paper, we propose a freezing solver based on IISPH (Implicit Incompressible smoothed particle hydrodynamics (SPH)) to stably integrate fluid motion into the growth direction of ice

  • WORK In this paper, we propose a framework for stable and realistic representation of glaze effects and curved ice surfaces expressed in supercooled water phenomena

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Summary

INTRODUCTION

I N various VR (Virtual Reality) contents such as movies and games, the freezing effect is used in various scenes expressing freezing scenes in cold regions or extreme environments : “The Day after Tomorrow" (2004), “The Last Airbender" (2010), “The Huntsman: Winter’s War" (2016). Kim et al [2] and Gagnon and Paquette [13] proposed a technique for expressing icicles and glaze effects appearing on the surface of an object using procedural methods. Since these techniques focus on expressing the icicle and glaze effects generated by slowly falling water droplets, it is difficult to express when considering only the growth of ice due to gravity without interacting with water. Our technique can anisotropically generate or grow ice even when the flow of water changes dynamically due to external forces or collisions with objects. It is possible to express the growth of ice according to the flow of water, and the phenomenon of rapidly freezing water

PROBLEM STATEMENT
RELATED WORK
IMPLICIT INCOMPRESSIBLE SPH SIMULATION
IMPLEMENTATION
RESULTS
CONCLUSIONS AND FUTURE WORK
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