I am a Ph.D. candidate at the Department of Computer Science at Stanford University under the guidance of Dr. Ron Fedkiw. My research interests include Computer Graphics, Animation, and Computer Vision. I completed my Masters from the College of Computing at Georgia Tech in 2006. Earlier I received my B.Tech degree in Computer Science and Engineering from Indian Institute of Technology (IIT), Delhi in 2004.


Publications


Two way coupled SPH and particle level set fluid simulation

Losasso, F., Talton, J., Kwatra, N. and Fedkiw, R., "Two-way Coupled SPH and Particle Level Set Fluid Simulation", IEEE TVCG (in press).

Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and foam, especially since these more diffuse materials typically behave quite differently than their denser counterparts. In this paper, we propose a two-way coupled simulation framework that uses the particle level set method to efficiently model dense liquid volumes and a smoothed particle hydrodynamics (SPH) method to simulate diffuse regions such as sprays. Our novel SPH method allows us to simulate both dense and diffuse water volumes, fully incorporates the particles that are automatically generated by the particle level set method in under-resolved regions, and allows for two way mixing between dense SPH volumes and grid-based liquid representations.




Texturing Fluids

Kwatra, V., Adalsteinsson, D., Kim, T., Kwatra, N., Carlson, M. and Lin, M., "IEEE TVCG 2007".

We present a novel technique for synthesizing textures over dynamically changing fluid surfaces. We use both image textures as well as bump maps as example inputs. Image textures can enhance rendering of the fluid by imparting novel realistic appearance to it, whereas bump maps enable the generation of complex micro-structures on the surface of the fluid that may be very difficult to synthesize using simulation. To generate temporally coherent textures over a fluid sequence, we transport texture information, i.e. color and local orientation, between fluid free surfaces from one time step to the next. This is accomplished by extending the texture information from the first fluid surface to the 3D fluid domain, advecting this information within the fluid domain along the fluid velocity field for one time step, and interpolating it back onto the second surface -- this operation, in part, uses a novel vector advection technique for transporting orientation vectors. We then refine the transported texture by performing texture synthesis over the second surface using our `surface texture optimization algorithm, which keeps the synthesized texture visually similar to the input texture and temporally coherent with the transported one. We demonstrate our novel algorithm for texture synthesis on dynamically evolving fluid surfaces in several challenging scenarios.

textured volcano



Texture Optimization for Example-based Synthesis

Kwatra, V., Essa, I., Bobick, A. and Kwatra, N., "Proc. ACM Transactions on Graphics, SIGGRAPH 2005".

We present a novel technique for texture synthesis using optimization. We define a Markov Random Field (MRF)-based similarity metric for measuring the quality of synthesized texture with respect to a given input sample. This allows us to formulate the synthesis problem as minimization of an energy function, which is optimized using an Expectation Maximization (EM)-like algorithm. In contrast to most example-based techniques that do region-growing, ours is a joint optimization approach that progressively refines the entire texture. Additionally, our approach is ideally suited to allow for controllable synthesis of textures. Specifically, we demonstrate controllability by animating image textures using flow fields. We allow for general two-dimensional flow fields that may dynamically change over time. Applications of this technique include dynamic texturing of fluid animations and texture-based flow visualization.




A Framework for Activity Recognition and Detection of Unusual Activities

Mahajan, D., Kwatra, N., Jain S., "Proc. Indian Conference on Computer Vision, Graphics and Image Processing, ICVGIP 2004".

In this paper we present a simple framework for activity recognition based on a model of multi-layered finite state machines, built on top of a low level image processing module for spatio-temporal detections and limited object identification. The finite state machine network learns, in an unsupervised mode, usual patterns of activities in a scene over long periods of time. Then, in the recognition phase, usual activities are accepted as normal and deviant activity patterns are flagged as abnormal. Results, on real image sequences, demonstrate the robustness of the framework.


Contact:
Computer Science Department
353 Serra Mall
Gates Computer Science Bldg., Office 210
Stanford University
Stanford, CA 94305-9020