Rendering flows
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 including fluids.

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