An Extensible Simulation Framework Supporting Physically-based Interactive Painting
Author(s): Tom Van Laerhoven.
PhD Thesis: Transnational University Limburg, Belgium, June,
2006.
[BibTeX]
Abstract:
Since the introduction of computers, a lot of effort has gone into the research
on applications that enable a user to create images for their artistic value.
In case of interactive systems that try to provide a digital equivalent of the
traditional painting process, however, most still produce images that appear
too artificial and lack the "natural look" and complexity that can be found
in real paintings. Especially capturing the ambient behavior of watery paints
like watercolor, gouache and Oriental ink, which run, drip and diffuse, is a
challenging task to perform in real-time. For this reason, artists still prefer to
use traditional methods. The advantages of such a paint system are numerous,
however, as it allows to fully exploit the flexibility of the digital domain, and
perform all sorts of "non-physical" operations.
In this dissertation we present a physically-based, interactive paint system
that supports the creation of images with watery paint. We mainly target watercolor
paint medium, but the model is general enough to simulate also related
media like gouache and Oriental ink. In order to create a software system that
is easy to maintain, change and extend, we first outline a component-based
framework that is able to curb the complexity of building physically-based
applications. The framework uses XML to provide a uniform description of
the system's composition out of components.
The cornerstone of the paint system is embodied by the canvas model,
which adopts specialized algorithms, both physically-based and empirically-based,
on three different layers for the purpose of simulating paint behavior.
Two implementations of the canvas model are presented: the first relies on a
high-performance cluster (HPC) to perform a parallel simulation, while the
second uses programmable graphics hardware. The second implementation is
extended to a full virtual paint environment: "WaterVerve", which features the
Kubelka-Munk diffuse reflectance algorithm for rendering paint, a deformable
3D brush model and a set of artistic tools that fully exploit the physically-based nature of the system.