Fluid in Video: Augmenting Real Video with Simulated Fluids
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We present a technique for coupling simulated fluid phenomena that
interact with real dynamic scenes captured as a binocular video
sequence. We first process the binocular video sequence to obtain a
complete 3D reconstruction of the scene, including velocity
information. We use stereo for the visible parts of 3D geometry and
surface completion to fill the missing regions. We then perform
fluid simulation within a 3D domain that contains the object,
enabling one-way coupling from the video to the fluid. In order to
maintain temporal consistency of the reconstructed scene and the
animated fluid across frames, we develop a geometry tracking
algorithm that combines optic flow and depth information with a
novel technique for ''velocity completion''. The velocity completion
technique uses local rigidity constraints to hypothesize a motion
field for the entire 3D shape, which is then used to propagate and
filter the reconstructed shape over time. This approach not only
generates smoothly varying geometry across time, but also
simultaneously provides the necessary boundary conditions for
one-way coupling between the dynamic geometry and the simulated
fluid. Finally, we employ a GPU based scheme for rendering the
synthetic fluid in the real video, taking refraction and scene
texture into account.
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