In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation deriving from video decomposition, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a $2.5D$ fluid calculation version, as a replacement for motion estimation. Specifically, we leverage the triangular mesh based on a monocular depth estimator to represent the fluid surface layer and simulate the motion in the physics-based framework with the inspiration of the classic theory of the hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. We demonstrate the effectiveness of the proposed system through comparison with existing methods in both standard objective metrics and subjective ranking scores. Extensive experiments not only indicate our method's competitive performance for common fluid scenes but also better robustness and reasonability under complex transparent fluid scenarios. Moreover, as the proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects to the river and texture replacing could be easily achieved with realistic results.
翻译:在这项工作中,我们从静止的图像中处理现实世界流动动动动的问题。我们系统的关键是一个来自视频分解的基于表面的层层代表,由视频分解产生,将现场分解成表面流体层和不透过背景层,并配有相应的分解器,以描述两层的构成。动动画视频只能通过根据对流体运动的估计对表面流体进行扭曲,并与背景重新组合来制作。此外,我们还引入了地表单流模拟,即2.5D$流体计算版本,以取代运动估计。具体地说,我们利用以单层深度测量仪为基础的三角网格网格,以显示流体表层显示流体层,在基于物理的框架中模拟运动,同时激发混合的拉格朗古亚-尤利利亚方法的经典理论,以及一个可学习的网络,以便适应复杂的真实世界图像纹理。我们可以通过在标准客观计量和主观排序分数中与现行方法进行比较,来展示拟议系统的有效性。在以单体深度深度深度测量下进行广泛的实验,不仅表明我们的方法是透明的,而且能够取代常规的、自然的表面结构,而且可以替代,而且作为常规的表面结构上,因此,还理解性地平面上可以取代。