413 research outputs found
Headquarters of Hawaiian Department
Written by . What appears to be an official document, addressed to the adjutant general of the War Department by O. H. McDole, Lt. Col., Assistant Adjutant General, about deporting people in Hawaii of Japanese descent to Japan. The document mentions Kenzi Kimura, Torataro Onoda, Ryoichi Tanaka.These materials are from box 73 and 74 of the Frank Chin Papers. The Frank Chin Papers contain personal and professional correspondence between Frank Chin and Michi Weglyn relating to particular projects on which either author was working as well as files related to the Day of Remembrance Tribute to Michi Weglyn
A practical octree liquid simulator with adaptive surface resolution
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https://doi.org/10.1145/3386569.3392460We propose a new adaptive liquid simulation framework that achieves highly detailed behavior with reduced implementation complexity. Prior work has shown that spatially adaptive grids are efficient for simulating large-scale liquid scenarios, but in order to enable adaptivity along the liquid surface these methods require either expensive boundary-conforming (re-)meshing or elaborate treatments for second order accurate interface conditions. This complexity greatly increases the difficulty of implementation and maintainability, potentially making it infeasible for practitioners. We therefore present new algorithms for adaptive simulation that are comparatively easy to implement yet efficiently yield high quality results. First, we develop a novel staggered octree Poisson discretization for free surfaces that is second order in pressure and gives smooth surface motions even across octree T-junctions, without a power/Voronoi diagram construction. We augment this discretization with an adaptivity-compatible surface tension force that likewise supports T-junctions. Second, we propose a moving least squares strategy for level set and velocity interpolation that requires minimal knowledge of the local tree structure while blending near-seamlessly with standard trilinear interpolation in uniform regions. Finally, to maximally exploit the flexibility of our new surface-adaptive solver, we propose several novel extensions to sizing function design that enhance its effectiveness and flexibility. We perform a range of rigorous numerical experiments to evaluate the reliability and limitations of our method, as well as demonstrating it on several complex high-resolution liquid animation scenarios.This research was supported by the JSPS Grant-in-Aid for Young Scientists (18K18060) and the Natural Sciences and Engineering Research Council of Canada (Grant RGPIN-04360-2014)
A Particle-based Method for Preserving Fluid Sheets
We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of liquid. In contrast to existing surface tracking methods, the proposed framework does notsuffer from numerical diffusion or tangles, and robustly handles topology changes by the meshless representation. As the underlying fluid model, we use Fluid-Implicit-Particle (FLIP) with weak spring forces to generate smooth particle-based liquid animation that maintains an even spatial particle distribution in the presence of eddying or inertial motions. The thin features are detected by examining stretches of distributions of neighboring particles by performing Principle Component Analysis (PCA), which is used to reconstruct thin surfaces with anisotropic kernels. Our algorithm is intuitively implemented, easy to parallelize and capable of producing visually complex thin liquid animations.Eurographics/ ACM SIGGRAPH Symposium on Computer Animatio
Segmental Brush Synthesis with Stroke Images
We present a new approach for synthesizing realistic brush strokes exploiting recent works of texture synthesis from stroke images. (See Figure 1). In our method, stroke images are automatically decomposed into a sequence of quad segments and stitched together along the path of user s input to produce final image. Numbers of methods using textures on digital painting have been explored; our usage of texture is novel in that the source image is typically a photo and the synthesis is fast enough to achieve realtime feedback. In contrast to previous methods, our approach allows a large variety of artistic brushes to be interactively simulated fairly so that unique media which haven t caught attention yet such as lipsticks or finger paint, are well reproduced. We shall show some artworks created using our method and demonstrate feasibility of our algorithm.We present a new approach for synthesizing realistic brush strokes exploiting recent works of texture synthesis from stroke images. (See Figure 1). In our method, stroke images are automatically decomposed into a sequence of quad segments and stitched together along the path of user s input to produce final image. Numbers of methods using textures on digital painting have been explored; our usage of texture is novel in that the source image is typically a photo and the synthesis is fast enough to achieve realtime feedback. In contrast to previous methods, our approach allows a large variety of artistic brushes to be interactively simulated fairly so that unique media which haven t caught attention yet such as lipsticks or finger paint, are well reproduced. We shall show some artworks created using our method and demonstrate feasibility of our algorithm.We present a new approach for synthesizing realistic brush strokes exploiting recent works of texture synthesis from stroke images. (See Figure 1). In our method, stroke images are automatically decomposed into a sequence of quad segments and stitched together along the path of user s input to produce final image. Numbers of methods using textures on digital painting have been explored; our usage of texture is novel in that the source image is typically a photo and the synthesis is fast enough to achieve realtime feedback. In contrast to previous methods, our approach allows a large variety of artistic brushes to be interactively simulated fairly so that unique media which haven t caught attention yet such as lipsticks or finger paint, are well reproduced. We shall show some artworks created using our method and demonstrate feasibility of our algorithm.Eurographics 2010 - Short PapersImages, Geometry, and Musi
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