Kevin Chen

Computer Generated Watercolor

Spring 2022

tags: computer graphics

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.

Link to project github

Link to writeup

Project writeup below. Direct link