Summary: | 碩士 === 國立交通大學 === 多媒體工程研究所 === 102 === In this thesis, we propose a pour art painting system. Our focus is on the development of pour art painting system and handling of the fluid simulation and rendering real time. Our system can be divided into three parts: physical fluid simulation, fluid rendering and pour art system user interface. We use a method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids as the paints in our pour art system. For the fluid rendering, we refer to the technique discussed by NVIDIA in the paper, Screen Space Fluid Rendering for Game. We use CUDA to operate GPU-based parallel computing ability. We mainly provide two ways to paint. Firstly, users can be paint freely, and painting lines by movements of an user's cursor. Secondly, users can add some obstacles interact with the fluid. Providing a good user interface is one of the projects we work. We use some of the techniques so that users can paint both easily and intuitively.
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