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flow field

Started by shaobohou Oct 10, 2005 at 2:05 PM 2 replies 800+ views
Original Post
shaobohou
shaobohou
Hi, I need to generate a vector flow field for the case where I know the vector values of the field at a set of arbitrary points (which are not uniformly spaced). The most important thing is that the vector value of the field at points close to training set are sensible interpolations/extrapolations of the training set and varies smoothly as it moves away from the training set. thank for any help. Shaobo
Just because it is not nice, doesn''t mean it is not miraculous.
grhodes_at_work
grhodes_at_work
One approach to this is, I think, Smooth Particle Hydrodynamics (SPH). The idea is that you do know (or calculate) properties at discrete, but arbitrarily spaced points, then integrate a kernel function to compute the field around those points. The entire field itself normally is represented as a grid of some sort within which the sample points lie.

I'm thinking about a SIGGRAPH paper I saw a couple of years ago that may be helpful. If I can find a link, I'll add another reply to this thread.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
grhodes_at_work
grhodes_at_work
OK, so the following is a website for the work that was presented at SIGGRAPH a couple of years ago. Deals with keyframe-controlled fluids. I haven't looked at it carefully, but I believe there is some relevance to your problem.

Keyframe Control of Smoke Simulations
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
shaobohou
shaobohou
thanks very much, I also found another paper which dealt with something similar where they have to compute a dense correspondence field from a sparse correspondence field between an scene before and after camera rotation, using locally weighted learning.

I will be reading both papers tonight.

I'll be happy with any method that can do this in a reasonable time, it is suppose to be part of an offline process anyway.
Just because it is not nice, doesn''t mean it is not miraculous.

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