Computer Generated Watercolor
Developed a real-time watercolor simulation with pigment flow effects in C++.
I attempted to implement the SIGGRAPH 1997 paper Computer-Generated Watercolor by Curtis et al. I was able to partially implement 5/6 of the techniques described in the paper: edge darkening, backruns, granulation, wet-on-wet flow effects, and color glazing.
Designed a custom staggered grid data structure. Used forward Euler integration to simulate wet pigment flow and the adsorption/desorption mechanics of watercolor pigment on paper.
Final project for CPSC 679 at Yale, Physics Simulation for Movies and Games.
Project writeup below. Direct link