论文标题
在现实世界中模拟液体静止图像
Simulating Fluids in Real-World Still Images
论文作者
论文摘要
在这项工作中,我们从静止图像中解决了现实世界中流体动画的问题。我们系统的关键是一个基于表面的层状表示,该表示从视频分解衍生而成,其中场景被解耦到表面流体层,不透水背景层具有相应的透明胶片,以表征两层的组成。动画视频可以通过根据流体运动的估计而仅翘曲表面流体层产生,并将其重新组合为背景。此外,我们引入了仅表面流体模拟,即$ 2.5D $流体计算版本,以替代运动估计。具体而言,我们利用基于单眼深度估计器的三角形网格来表示流体表面层,并在基于物理的框架中模拟运动框架,并以混合Lagrangian-eulerian方法的经典理论的灵感以及可学习的网络的灵感来启发,以适应复杂的现实图像图像纹理。我们通过与标准客观指标和主观排名分数中的现有方法进行比较来证明拟议系统的有效性。广泛的实验不仅表明了我们方法在常见的液体场景中的竞争性能,而且还表明了在复杂的透明流体情况下的鲁棒性和合理性。此外,随着提出的基于表面的层表示和仅表面流体模拟自然会散布场景,诸如在河流中添加对象和更换质地的互动编辑可以通过现实的结果轻松实现。
In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation deriving from video decomposition, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a $2.5D$ fluid calculation version, as a replacement for motion estimation. Specifically, we leverage the triangular mesh based on a monocular depth estimator to represent the fluid surface layer and simulate the motion in the physics-based framework with the inspiration of the classic theory of the hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. We demonstrate the effectiveness of the proposed system through comparison with existing methods in both standard objective metrics and subjective ranking scores. Extensive experiments not only indicate our method's competitive performance for common fluid scenes but also better robustness and reasonability under complex transparent fluid scenarios. Moreover, as the proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects to the river and texture replacing could be easily achieved with realistic results.