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Character splash system.(DreamWorks L.L.C. and Aardman Animations movie "Flushed Away")

Computer Graphics World

| October 01, 2006 | Cegielski, Scott | COPYRIGHT 2006 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Effects involving water are generally regarded as some of the most difficult to achieve. The DreamWorks/Aardman animated feature film Flushed Away (see "Flushed with Success," pg. 22) contains a wide variety of water effects, each of which posed specific challenges. Waterfalls, boat wakes, giant waves, water slides, and splashing are just some examples of water-based effects featured in the film.

Some of the most common effects in many of the movie's sequences are the splashes that result from a character's interaction with a body of water. This posed a specific challenge because of the number of shots and the variety of characters that were creating the splashes.

Tire quantity of shots that required this effect warranted the development of a character splash system that could accommodate all the scenarios quickly and efficiently. The system had to automate the process of generating splashes from a character's interaction with a water surface while still providing a large degree of control for the artists.

Completed, the system contains various tools for generating splash emissions, localizing a fluid simulation, and generating a surface from the resulting particles. It does not include a fluid dynamics simulator, but instead uses a previously developed in-house simulation tool.

In order for an animator to implement this effect efficiently, splashes from a character's water interaction were generated semi-automatically. This was done in several stages. First, the character's surfaces were converted with an evenly spaced distribution of particles using a proprietary tool. The spacing of the particles could be controlled based on how much detail was required from the character's motion. And, each particle contained a local velocity vector of the character's motion at that position.

Next, a closest point calculation was performed between each particle and the water surface with which the character was interacting. Using each particle's closest point distance, velocity, and user-controlled parameters, further calculations were performed. The user-controlled parameters could be animated over time and could also vary over the surface of the character using painted texture maps. The particles were first culled based on user-defined criteria such as a maximum distance from the water surface and a minimum velocity threshold. The positions and velocities of the remaining particles were then modified based on several computed vectors that gave the user a high degree of control over the resulting splash direction and amplitude. The resulting particles were then input into the fluid-simulation program.

Local Fluid Simulation

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