MoXi: real-time ink dispersion in absorbent paper

@article{Chu2005MoXiRI,
  title={MoXi: real-time ink dispersion in absorbent paper},
  author={Nelson Siu-Hang Chu and Chiew-Lan Tai},
  journal={ACM Trans. Graph.},
  year={2005},
  volume={24},
  pages={504-511}
}
All the data fields (like water density, velocity) needed for the ink simulation are stored as RGBA textures. For the LBE flow simulation, we use 4 textures listed in Table 1. We call these simulation textures. Texture Updates Each of the above simulation textures is updated by rendering the paper geometry to a pixel buffer using a fragment program that perform the needed LBE operations. The content of the pixel buffer is then copied to the destination texture. The six texture updates for the… CONTINUE READING
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