We have developed several spectral synthesis methods for rendering
layered motion textures. These are based on motion parallax
constraints from the environment and on human vision
constraints. For example, we developed a dispersion
relation between wavelength and speed - namely that long wavelengths
tend to move faster - which arises from linear perspective constraints.
We have also recently begun to apply constraints from human
vision to simplify the method, and to render various types of flows
- Perceptual limits of motion
field visualization, M. S.
Langer, J. Pereira, D. Rekhi, ACM Transactions on Applied Perception,
3(3) pp. 179--193 (2006)
- Layered motion field
visualization: perceptual issues, M. S.
Langer, D. Rekhi, J. Pereira, A. Bhatia, Second Symposium on Applied Perception in
Graphics and Visualization (APGV 05) pp. 37-42, 2005.
- A spectral-particle
hybrid method for rendering falling snow, M. S. Langer, L. Zhang,
A.W. Klein, A. Bhatia, J. Pereira, D. Rekhi. Rendering Techniques 2004
Eurographics Symposium on Rendering. A. Keller, H. W. Jensen
(eds.) pp. 217-226. Norrkoping, Sweden. June
See videos for EGSR 2004 paper:
Son of Man