Numerical simulations of the Rayleigh-Taylor instability
Journal of Computational Physics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A second-order-accurate symmetric discretization of the Poisson equation on irregular domains
Journal of Computational Physics
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
An evaluation of reconstruction filters for volume rendering
VIS '94 Proceedings of the conference on Visualization '94
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Stable but nondissipative water
ACM Transactions on Graphics (TOG)
A Eulerian level set/vortex sheet method for two-phase interface dynamics
Journal of Computational Physics
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
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A semi-Lagrangian contouring method for fluid simulation
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Hierarchical RLE level set: A compact and versatile deformable surface representation
ACM Transactions on Graphics (TOG)
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Advections with Significantly Reduced Dissipation and Diffusion
IEEE Transactions on Visualization and Computer Graphics
Derivative Particles for Simulating Detailed Movements of Fluids
IEEE Transactions on Visualization and Computer Graphics
Liquid simulation on lattice-based tetrahedral meshes
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Curl-noise for procedural fluid flow
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Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
Fast viscoelastic behavior with thin features
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Two-Way Coupled SPH and Particle Level Set Fluid Simulation
IEEE Transactions on Visualization and Computer Graphics
An Unconditionally Stable MacCormack Method
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Fast animation of turbulence using energy transport and procedural synthesis
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Predictive-corrective incompressible SPH
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Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Matching fluid simulation elements to surface geometry and topology
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Physics-inspired topology changes for thin fluid features
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A novel algorithm for incompressible flow using only a coarse grid projection
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Multi-phase fluid simulations using regional level sets
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Detail-preserving fully-Eulerian interface tracking framework
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A level-set method for skinning animated particle data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
MultiFLIP for energetic two-phase fluid simulation
ACM Transactions on Graphics (TOG)
Lagrangian vortex sheets for animating fluids
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Explicit Mesh Surfaces for Particle Based Fluids
Computer Graphics Forum
Linear-time smoke animation with vortex sheet meshes
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Linear-time smoke animation with vortex sheet meshes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Closest point turbulence for liquid surfaces
ACM Transactions on Graphics (TOG)
Liquid surface tracking with error compensation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Visual simulation of turbulent fluids using MLS interpolation profiles
The Visual Computer: International Journal of Computer Graphics
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This paper presents a novel framework for simulating the stretching and wiggling of liquids. We demonstrate that complex phase-interface dynamics can be effectively simulated by introducing the Eulerian vortex sheet method, which focuses on the vorticity at the interface (rather than the whole domain). We extend this model to provide user control for the production of visual effects. Then, the generated fluid flow creates complex surface details, such as thin and wiggling fluid sheets. To capture such high-frequency features efficiently, this work employs a denser grid for surface tracking in addition to the (coarser) simulation grid. In this context, the paper proposes a filter, called the liquid-biased filter, which is able to downsample the surface in the high-resolution grid into the coarse grid without unrealistic volume loss resulting from aliasing error. The proposed method, which runs on a single PC, realistically reproduces complex fluid scenes.