@phdthesis{Laerhoven:2006:ESF,
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month = jun,
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author = {Tom Van Laerhoven},
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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.},
title = {{A}n {E}xtensible {S}imulation {F}ramework {S}upporting
{P}hysically-based {I}nteractive {P}ainting},
school = {Transnational University Limburg},
localfile = {papers/Laerhoven.2006.ESF.pdf},
year = {2006},
}
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