CN102609577A - Computer simulation method of paper marbling image - Google Patents
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Abstract
本发明公开了一种石纹纸染图形的计算机仿真方法,结合流体力学模拟颜料的流动过程,其模拟通过流体流动过程中的任意给定时刻对流体状态给定一个数学描述来实现;以及利用矢量图技术实现石纹纸染图形的输出,与现有方法相比,本发明的石纹纸染图形的计算机仿真方法,不仅能够实现石纹纸染的计算机仿真,而且仿真结果能够最大程度地接近实际的石纹纸染技艺所得到的图形效果,仿真度高。
The invention discloses a computer simulation method for stone paper dyeing graphics, which combines fluid mechanics to simulate the flow process of pigments, and the simulation is realized by giving a mathematical description to the fluid state at any given moment in the fluid flow process; and using The vector diagram technology realizes the output of stone pattern paper dyeing graphics, compared with existing methods, the computer simulation method of stone pattern paper dyeing graphics of the present invention can not only realize the computer simulation of stone pattern paper dyeing, but also the simulation results can maximize The graphic effect obtained by the actual stone pattern paper dyeing technique has a high degree of simulation.
Description
技术领域 technical field
本发明涉及计算机图像仿真技术,尤其涉及利用计算机模拟流体流动绘制具有艺术效果纹理的仿真技术实现方法。The invention relates to computer image simulation technology, in particular to a simulation technology realization method for drawing texture with artistic effect by using computer simulation fluid flow.
背景技术 Background technique
石纹纸染(Paper marbling)是一种古老的阿拉伯国家最早发明的纸艺形式,它是一种在水表面设计图形的方法,这种纸艺技术主要是在水或粘稠液体表面操作流动的颜料来形成各种样式,如可以产生光滑的类似石纹等形式的精美图案,并将图案转移到纸张或织物的表面。近年来,人们用这些石纹纸张来装饰书籍、图片背景、贴图等。Paper marbling is the earliest form of paper art invented in ancient Arab countries. It is a method of designing graphics on the surface of water. This paper art technology mainly operates on the surface of water or viscous liquid. Pigments can be used to form various styles, such as smooth and exquisite patterns similar to stone patterns, and the patterns can be transferred to the surface of paper or fabric. In recent years, people have used these stone papers to decorate books, picture backgrounds, stickers and more.
由于传统的石纹纸染技术要求在操作的整个过程中不能有一丝差错,一旦有所失误,不但要重新开始,而且会浪费大量的颜料。因此,如果能通过计算机实现纸艺制作效果的仿真是很有意义的,这样一来,不仅使制作成本降低,并且能够减少资源浪费和环境污染。Because the traditional stone pattern paper dyeing technique requires no mistakes in the whole process of operation, once a mistake is made, not only has to start all over again, but also a lot of pigments will be wasted. Therefore, it is very meaningful to realize the simulation of paper art production effect by computer, so that not only the production cost can be reduced, but also the waste of resources and environmental pollution can be reduced.
近年来,已有一些通过计算机仿真流体流动来绘制具有艺术效果的纹理的研究。In recent years, there has been some research on the use of computer simulation of fluid flow to paint textures with artistic effects.
目前的仿真方法有三类:基于物理的二维流体模型的仿真方法、矢量图的仿真方法和基于图形坐标变换函数的仿真方法。文献[1]运用流体动力学知识来模拟流体运动实现了绘制类似石纹的杂乱无章的图形的功能,但这种方法在绘制开始前需要初始化所有的运动路径,难以做到实时绘制;文献[2]提出了一种基于GPU(Graphics Processing Unit)的实时绘制技术,但生成的图形边界比较模糊。文献[3]、[4]的方法可以生成清晰边界:其中,文献[3]通过在欧拉网格上使用B样条曲线插入方法来生成清晰边界,而文献[4]采用向量图的方式来绘制流体,根据局部边界的弯曲度和速度的湍流度来控制边界,然而这两种方法只能生成无法预测的纹理效果。文献[5]对文献[3]进行扩展,结合CIP(ConstrainedInterpolation Profile)插值方法和MacCormack方法来求解表示速度场和流体密度场的NS(Navier-Stokes)方程,得到了清晰的流体边界,然而在模拟多种流体流动时,每一流体都需构建网格,当不断增加流体时,计算量会大大增加。文献[6]通过数学表示方法,即通过一些图形的坐标变换函数来绘制一些具有特定特征的图形。这种方法生成速度较快,但是它没有反映出颜料的流动特性。There are three types of simulation methods at present: the simulation method based on the physical two-dimensional fluid model, the simulation method based on the vector diagram and the simulation method based on the graphics coordinate transformation function. Literature [1] uses the knowledge of fluid dynamics to simulate fluid motion to achieve the function of drawing messy graphics similar to stone patterns, but this method needs to initialize all motion paths before drawing, and it is difficult to achieve real-time drawing; Literature [2] ] proposed a real-time rendering technology based on GPU (Graphics Processing Unit), but the boundaries of the generated graphics are blurred. The methods of literature [3] and [4] can generate clear boundaries: Among them, literature [3] uses the B-spline curve interpolation method on the Euler grid to generate clear boundaries, while literature [4] uses vector graphics to draw the fluid, and control the boundary according to the curvature of the local boundary and the turbulence of the velocity, but these two methods can only produce unpredictable texture effects. Literature [5] extended literature [3], combined with CIP (Constrained Interpolation Profile) interpolation method and MacCormack method to solve the NS (Navier-Stokes) equation representing the velocity field and fluid density field, and obtained a clear fluid boundary. However, in When simulating the flow of multiple fluids, each fluid needs to build a grid, and when the fluid is continuously added, the amount of calculation will increase greatly. Literature [6] draws some graphics with specific characteristics through the mathematical representation method, that is, through the coordinate transformation function of some graphics. This method produces faster, but it does not reflect the flow characteristics of the pigment.
参考文献:references:
[1]Mao X,Suzuki T,Imamiya A.AtelierM:a physically based interactivesystem for creating traditional marbling textures.In:Proceedings of the 1stinternational conference on Computer graphics and interactive techniques inAustralasia and South East Asia,New York,USA:2003.79-86.[1] Mao X, Suzuki T, Imamiya A. Atelier M: a physically based interactive system for creating traditional marbling textures. In: Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia, 3.7 New York, 20 US 86.
[2]Jin X,Chen S,Mao X.Computer-generated marbling textures:a GPU-baseddesign system.IEEE computer graphics and applications,2007,27(2):78-84.[2] Jin X, Chen S, Mao X. Computer-generated marbling textures: a GPU-based design system. IEEE computer graphics and applications, 2007, 27(2): 78-84.
[3]Acar R,Boulanger P.Digital marbling:a multiscale fluid model.IEEETransactions on Visualization and Computer Graphics,2006,12:600-614.[3] Acar R, Boulanger P. Digital marbling: a multiscale fluid model. IEEE Transactions on Visualization and Computer Graphics, 2006, 12: 600-614.
[4]Ando R,Tsuruno R.Vector fluid:a vector graphics depiction of surface flow.In:Proceedings of the 8th International Symposium on Non-PhotorealisticAnimation and Rendering.New York,USA:2010.129-135.[4] Ando R, Tsuruno R. Vector fluid: a vector graphics depiction of surface flow. In: Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering. New York, USA: 2010.129-135.
[5]Xu J,Mao X,Jin X.Non-dissipative marbling.IEEE Computer Graphics andApplications,2008,28(2):35-43.[5] Xu J, Mao X, Jin X. Non-dissipative marbling. IEEE Computer Graphics and Applications, 2008, 28(2): 35-43.
[6]Lu S,Jaffer,A.,Jin X,Zhao H,MaoX.Mathematical Marbling.IEEEComputer Graphics and Applications,2011,99:1-1.[6] Lu S, Jaffer, A., Jin X, Zhao H, Mao X. Mathematical Marbling. IEEE Computer Graphics and Applications, 2011, 99: 1-1.
发明内容 Contents of the invention
基于上述现有技术存在的问题,本发明提出了一种石纹纸染图形的计算机仿真方法,综合流体力学和矢量图技术,利用计算机仿真出生成图形轮廓清晰、完整、实现类似石花纹的具有艺术效果的图案。Based on the problems existing in the above-mentioned prior art, the present invention proposes a computer simulation method for stone pattern paper dyeing graphics, which integrates fluid mechanics and vector diagram technology, and utilizes computer simulation to produce graphics with clear and complete contours and similar stone patterns. Pattern for artistic effect.
一种石纹纸染图形的计算机仿真方法,结合流体力学模拟颜料的流动过程,其模拟通过流体流动过程中的任意给定时刻对流体状态给定一个数学描述来实现;以及利用矢量图技术实现石纹纸染图形的输出,该方法包括以下步骤:A computer simulation method for stone pattern paper dyeing graphics, combined with fluid mechanics to simulate the flow process of pigments, the simulation is realized by giving a mathematical description of the fluid state at any given moment in the fluid flow process; and using vector diagram technology to achieve The output of stone pattern paper dyeing figure, this method comprises the following steps:
步骤一,基于流体力学理论构建速度场:Step 1: Construct the velocity field based on the theory of fluid mechanics:
其中,u是流体速度,ρ是流体密度,p是压强项,f是外力,v是粘性系数。Among them, u is the fluid velocity, ρ is the fluid density, p is the pressure term, f is the external force, and v is the viscosity coefficient.
将速度域定义在一个n×n的均匀网格上,通过中心差分联立求解方程(1)和(2)得到速度场的变化Define the velocity field on an n×n uniform grid, and solve the equations (1) and (2) by central difference to obtain the change of the velocity field
步骤二,流体边界追踪与优化:用矢量图绘制流体边界,当添加外力后,随着速度场的不断变化,跟踪颜料边界的运动情况:采用双线性插值方法计算边界结点i处的速度u(pi),进而计算得到边界结点i在下一时刻的新位置pi+1
u(pi)=t2(s2*ui,j+s1*s1*ui,j+1)+t1(s2*ui+1,j+s1*ui+1,j+1) (4)u(p i )=t2(s2*u i, j +s1*s1*u i, j+1 )+t1(s2*u i+1, j +s1*u i+1, j+1 ) ( 4)
pi+1=pi+u(pi)·Δt (5)p i+1 = p i +u(p i )·Δt (5)
步骤三,边界填充与输出:基于OpenGL采用模板缓存的模板测试方法填充流体轮廓得到实心的流体,采用SVG格式输出图形;Step 3, boundary filling and output: Based on OpenGL, the stencil test method using stencil cache is used to fill the fluid outline to obtain a solid fluid, and output graphics in SVG format;
步骤四,单一流体到多种流体的扩展:将单一流体模拟扩展到多种流体模拟。,需要考虑不同流体的粘性特征,当用户添加新的流体时,通过对流体轮廓的初始边界结点添加向外部周围扩散的速度v,速度v的取值受流体的固有粘性系数值visc的影响,即:Step 4, extension from single fluid to multiple fluids: extend single fluid simulation to multiple fluid simulations. , it is necessary to consider the viscosity characteristics of different fluids. When the user adds a new fluid, the initial boundary node of the fluid contour is added to the velocity v that diffuses to the outer periphery. The value of the velocity v is affected by the intrinsic viscosity coefficient value visc of the fluid ,Right now:
v(i)=(1-visc)*V (6)v(i)=(1-visc)*V (6)
其中,v表示流体边界结点i在速度网格上的速度,V表示粘性系数值,visc为1时的速度。Among them, v represents the velocity of the fluid boundary node i on the velocity grid, V represents the value of the viscosity coefficient, and the velocity when visc is 1.
所述在流体运动过程中,通过控制结点距离阈值d来控制边界结点的增减,保持流体边界的平滑性,基于局部边界的弯曲程度来调节距离阈值d,确保两相邻结点间的距离在d与d/2之间,即在轮廓平滑的地方减少结点,在边界弯曲的地方增加结点。In the process of fluid movement, the increase and decrease of boundary nodes is controlled by controlling the node distance threshold d to maintain the smoothness of the fluid boundary, and the distance threshold d is adjusted based on the curvature of the local boundary to ensure that the distance between two adjacent nodes The distance of is between d and d/2, that is, nodes are reduced where the contour is smooth, and nodes are added where the boundary is curved.
边界结点i处的距离阈值di的计算公式为:The calculation formula of the distance threshold d i at the boundary node i is:
其中,dmax表示流体边界相邻结点间的最大距离。为结点i处的曲率。Among them, d max represents the maximum distance between adjacent nodes of the fluid boundary. is the curvature at node i.
与现有方法相比,本发明的石纹纸染图形的计算机仿真方法,不仅能够能够实现石纹纸染的计算机仿真,而且仿真结果能够最大程度地接近实际的石纹纸染技艺所得到的图形效果,仿真度高。Compared with the existing methods, the computer simulation method of stone pattern paper dyeing graphics of the present invention can not only realize the computer simulation of stone pattern paper dyeing, but also the simulation result can be as close as possible to the actual stone pattern paper dyeing technique. Graphical effect, high degree of simulation.
附图说明 Description of drawings
图1为石纹纸染图形的计算机仿真方法整体流程图;Fig. 1 is the overall flowchart of the computer simulation method of stone pattern paper dyeing figure;
图2为双线性插值算法示意图;Fig. 2 is a schematic diagram of a bilinear interpolation algorithm;
图3为通过本发明的仿真方法模拟出的无序纹理图形示意图;Fig. 3 is a schematic diagram of a disordered texture figure simulated by the simulation method of the present invention;
图4为通过本发明的仿真方法模拟出的花纹理图形示意图;Fig. 4 is the schematic diagram of the flower texture figure simulated by the simulation method of the present invention;
图5为通过本发明的流体边界向周围流动示意图;Fig. 5 is a schematic diagram of flowing around through the fluid boundary of the present invention;
图6(a)和5(b)分别表示无粘性差别和有粘性差别时的仿真结果。Figures 6(a) and 5(b) show the simulation results without viscous difference and with viscous difference, respectively.
具体实施方式 Detailed ways
以下结合附图,对本发明的具体实施进行详细说明:Below in conjunction with accompanying drawing, the concrete implementation of the present invention is described in detail:
如图1所示,为本发明的计算机仿真方法整体流程图,该方法主要包括以下步骤:As shown in Figure 1, it is the overall flowchart of computer simulation method of the present invention, and this method mainly comprises the following steps:
1.构建流体速度场。1. Construct the fluid velocity field.
为了模拟颜料的流动过程,必须在模拟过程中的任意给定时刻对流体的状态有一个数学描述,其中最重要的部分是流体的速度场,速度不仅决定了流体本身是如何进行移动的,同时它也影响着周围相关的流体。目前大部分关于模拟流体的研究都是基于NS方程组的,它描述了流体内部速度和压力的变化及其关系。由于方程是非线性的,精确解无法求取,只能使用离散化的方法近似求解。本发明采用不可压缩流体方程,如下所示:In order to simulate the flow process of paint, there must be a mathematical description of the state of the fluid at any given moment in the simulation process, the most important part of which is the velocity field of the fluid. The velocity not only determines how the fluid itself moves, but also It also affects surrounding fluids. Most of the current research on simulating fluids is based on the NS equations, which describe the changes in the fluid's internal velocity and pressure and their relationship. Since the equation is nonlinear, the exact solution cannot be obtained, and the discretization method can only be used to approximate the solution. The present invention adopts the incompressible fluid equation, as follows:
其中,u是流体速度,ρ是流体密度,p是压强项,f是外力,v是粘性系数。Among them, u is the fluid velocity, ρ is the fluid density, p is the pressure term, f is the external force, and v is the viscosity coefficient.
本发明将速度域定义在一个n×n的均匀网格上,通过联立求解方程(1)和(2)得到速度场的变化。The invention defines the velocity field on an n*n uniform grid, and obtains the change of the velocity field by solving equations (1) and (2) simultaneously.
2.流体边界追踪及优化2. Fluid boundary tracking and optimization
矢量图是用数学方法描述的图,任意放大或缩小图形时都不会影响图的清晰度,因此本发明采取基于矢量图的方法来表示流体边界,进而对边界所表示的区域进行填充。A vector diagram is a diagram described by a mathematical method, and the clarity of the diagram will not be affected when the graphics are arbitrarily enlarged or reduced. Therefore, the present invention adopts a method based on a vector diagram to represent the fluid boundary, and then fills the area represented by the boundary.
首先,初始化流体轮廓边界。在传统的石纹纸染技术中,颜料以接近圆形的形状滴到液体表面,因此选取初始实心圆区域边界上的一些离散点作为该流体的初始的边界结点。当添加外力后,随着速度场的不断变化,需要跟踪颜料边界的运动情况。First, initialize the fluid contour boundaries. In the traditional stone paper dyeing technique, the pigment drops onto the liquid surface in a nearly circular shape, so some discrete points on the boundary of the initial solid circle area are selected as the initial boundary nodes of the fluid. When the external force is added, the motion of the paint boundary needs to be tracked as the velocity field changes continuously.
本发明采用双线性插值方法计算边界结点i处的速度u(pi),具体由公式(3)所示。再根据公式(4)得到边界结点i在下一时刻的新位置pi+1。The present invention uses a bilinear interpolation method to calculate the velocity u(p i ) at the boundary node i, specifically shown by formula (3). Then according to the formula (4), the new position p i+1 of the boundary node i at the next moment is obtained.
u(pi)=t2(s2*ui,j+s1*s1*ui,j+1)+t1(s2*ui+1,j+s1*ui+1,j+1) (3)u(p i )=t2(s2*u i, j +s1*s1*u i, j+1 )+t1(s2*u i+1, j +s1*u i+1, j+1 ) ( 3)
pi+1=pi+u(pi)·Δt (4)p i+1 = p i +u(p i )·Δt (4)
Pi是采样点的坐标(x,y),s1,s2,t1,t2为双线性插值的比例系数,如图2所示的线性插值算法示意图。Pi is the coordinates (x, y) of the sampling point, s1, s2, t1, t2 are the proportional coefficients of bilinear interpolation, as shown in Figure 2, the schematic diagram of the linear interpolation algorithm.
仅仅跟踪初始化的那些边界结点不能很好的描述流体轮廓,因此需要适当的添加新边界结点得到逼真的流体边界。本发明通过控制结点距离阈值d来控制边界结点的增减,遵循的基本原则是确保两相邻结点间的距离在d与d/2之间。为了减少计算量,得到平滑、逼真的流体边界,本发明基于局部边界的弯曲程度来调节距离阈值d,即在轮廓比较平滑的地方减少一些结点,而在边界比较弯曲的地方多增加一些结点。Only tracing the initialized boundary nodes cannot describe the fluid contour very well, so it is necessary to add new boundary nodes appropriately to obtain a realistic fluid boundary. The present invention controls the increase and decrease of boundary nodes by controlling the node distance threshold d, and the basic principle followed is to ensure that the distance between two adjacent nodes is between d and d/2. In order to reduce the amount of calculation and obtain a smooth and realistic fluid boundary, the present invention adjusts the distance threshold d based on the degree of curvature of the local boundary, that is, to reduce some nodes in places where the contour is relatively smooth, and to increase some nodes in places where the boundary is relatively curved point.
边界结点i处的距离阈值di的计算公式为:The calculation formula of the distance threshold d i at the boundary node i is:
其中,dmax表示流体边界相邻结点间的最大距离。为结点i处的曲率。Among them, d max represents the maximum distance between adjacent nodes of the fluid boundary. is the curvature at node i.
3.边界填充与输出3. Boundary fill and output
在任意时刻获得边界结点的位置信息后,可以方便地生成由边界结点组成的多边形,接下来需要填充此多边形区域。本发明基于OpenGL采用模板缓存的模板测试方法填充流体轮廓,得到实心的流体。基于矢量图任意放大或缩小时都不会影响图的清晰度的特性,根据SVG开放标准,采用SVG格式输出图形,使用该方法很好的避免了失真现象。After obtaining the position information of the boundary nodes at any time, a polygon composed of boundary nodes can be easily generated, and then the polygon area needs to be filled. The invention fills the fluid outline based on OpenGL and adopts a template cache template testing method to obtain solid fluid. Based on the feature that no zoom-in or zoom-out of the vector graphics will affect the clarity of the graphics, according to the SVG open standard, the graphics are output in the SVG format, and the distortion is well avoided by using this method.
4.单一流体到多种流体的扩展4. Expansion from a single fluid to multiple fluids
为了像石纹纸染技术一样得到丰富的图形时,仅仅模拟单一流体的绘制是不够的,我们需要将本发明的方法扩展到多种流体流动的模拟上。若采用之前提出的方法,那么不同的流体会有相同的粘性特征,这种做法不符合颜料属性规律。In order to obtain rich graphics like stone paper dyeing technology, it is not enough to only simulate the drawing of a single fluid, and we need to extend the method of the present invention to the simulation of multiple fluid flows. If the previously proposed method is used, then different fluids will have the same viscosity characteristics, which does not comply with the laws of pigment properties.
因此,当绘制多种流体时,需要考虑不同流体的粘性特征,为了在视觉上让人们感受到石纹纸染技术,即可以观察到不同颜料流体间的不同属性,本发明为流体添加了固有粘性系数。通过观察不难发现,在视觉效果上一般人们只能观察到轮廓边界附近不同流体间相互作用所产生的影响,故当用户添加新的流体时,可以通过对流体轮廓的初始边界结点添加向外部周围扩散的速度v,如图2所示,速度v的取值受流体的固有粘性系数值visc的影响,即:Therefore, when drawing a variety of fluids, it is necessary to consider the viscosity characteristics of different fluids. In order to visually let people feel the stone pattern paper dyeing technology, that is, different attributes between different pigment fluids can be observed. Viscosity coefficient. It is not difficult to find through observation that generally people can only observe the influence of the interaction between different fluids near the outline boundary in terms of visual effects. The speed v of the diffusion around the outside, as shown in Figure 2, the value of the speed v is affected by the intrinsic viscosity coefficient value visc of the fluid, namely:
v(i)=(1-visc)*V (6)v(i)=(1-visc)*V (6)
其中,v表示流体边界结点i在速度网格上的速度,V表示粘性系数值,visc为1时的速度,在本文所实现的系统中,V=1。图3(a)和3(b)分别表示无粘性差别和有粘性差别时的仿真结果。Among them, v represents the velocity of the fluid boundary node i on the velocity grid, V represents the value of the viscosity coefficient, and the velocity when visc is 1, in the system realized in this paper, V=1. Figures 3(a) and 3(b) show the simulation results without viscous difference and with viscous difference, respectively.
本发明主要实现了两种纹理效果图形的流体模拟,一种为杂乱无章的纹理图(图4),一种为类似花等有特定图形效果的图形(图5)。The present invention mainly realizes the fluid simulation of two kinds of texture effect graphics, one is a messy texture map (Fig. 4), and the other is a pattern with specific graphic effects such as flowers (Fig. 5).
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US5716498A (en) * | 1996-04-12 | 1998-02-10 | Witco Corporation | Process for softening paper in manufacture |
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US5716498A (en) * | 1996-04-12 | 1998-02-10 | Witco Corporation | Process for softening paper in manufacture |
CN102121212A (en) * | 2010-11-25 | 2011-07-13 | 山东凯丽特种纸股份有限公司 | Method for producing marble art paper |
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