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We propose a fast and effective technique to improve sub-grid visual details of the grid based fluid simulation. Our method procedurally synthesizes the flow fields coming from the incompressible Navier-Stokes solver and the vorticity fields generated by vortex particle method for sub-grid turbulence. We are able to efficiently animate smoke which is highly(More)
We propose a hybrid method for simulating multiphase fluids such as bubbly water. The appearance of subgrid visual details is improved by incorporating a new bubble model based on smoothed particle hydrodynamics (SPH) into an Eulerian grid-based simulation that handles background flows of large bodies of water and air. To overcome the difficulty in(More)
A hidden-picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation-invariant shape context matching. During(More)
Existing video matting approaches determine the alpha matte sequence frame-by-frame, which lead to flickering near the boundary of the foreground region. We reduce this effect by considering video data as a spatio-temporal cube, and extending a robust matting algorithm to a 3D solver. Our results demonstrate consistent and visually pleasing alpha mattes,(More)
We show how to create a music video automatically , using computable characteristics of video and music to promote coherent matching. We analyze the flow of both music and video, and then segment them into sequence with similar flow. Then, we match the segments using features extracted from the both video and music. To increase the structure of matching, we(More)
Most geographic maps visually represent physical distance; however, travel time can in some cases be more important than distance because it directly indicates availability. The technique of creating maps from temporal data is known as isochronal cartography, and is a form of distortion for clarification. In an isochronal map, congestion expands areas,(More)
Noise is used to create realistic animations that look like natural phenomena as well as procedural textures and shapes by adding randomness to graphical applications. In this paper, we suggest a method to edit noise values to satisfy the constraints that reflect the user's demands while maintaining the inherent statistical features of the noise function.(More)
We present a method for constructing 3D feature flow from video and its application to video stylization. Our method extracts smoothly aligned 3D vectors that describe the smallest variation of colors within a spatiotemporal video cube, and thus effectively preserves both spatial and temporal coherence in a relatively inexpensive manner. As an application(More)
This paper introduces a way to generate or modify a melody using the editable noise function. The band-limited random numbers generated by the noise function are converted to the various property values of notes such as pitch and duration. Using this technique, we can modify an existing melody to produce new, similar melodies. The noise values can be(More)
A mass-producible mesoporous graphene nanoball (MGB) was fabricated via a precursor-assisted chemical vapor deposition (CVD) technique for supercapacitor application. Polystyrene balls and reduced iron created under high temperature and a hydrogen gas environment provide a solid carbon source and a catalyst for graphene growth during the precursor-assisted(More)