Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Structural modeling of flames for a production environment
Proceedings of the 29th 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
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
Simulating water and smoke with an octree data structure
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Animating gases with hybrid meshes
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A vortex particle method for smoke, water and explosions
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Efficient simulation of large bodies of water by coupling two and three dimensional techniques
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Fluid animation with dynamic meshes
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Curl-noise for procedural fluid flow
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A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Two-way coupling of fluids to rigid and deformable solids and shells
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Wavelet turbulence for fluid simulation
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An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
Energy-preserving integrators for fluid animation
ACM SIGGRAPH 2009 papers
Modular bases for fluid dynamics
ACM SIGGRAPH 2009 papers
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Low viscosity flow simulations for animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
FlowFixer: using BFECC for fluid simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Interactive fluid-particle simulation using translating Eulerian grids
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A novel algorithm for incompressible flow using only a coarse grid projection
ACM SIGGRAPH 2010 papers
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
Enhancing fluid animation with adaptive, controllable and intermittent turbulence
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pattern-guided smoke animation with lagrangian coherent structure
Proceedings of the 2011 SIGGRAPH Asia Conference
Lagrangian vortex sheets for animating fluids
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Analysis and synthesis of point distributions based on pair correlation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
A two-continua approach to Eulerian simulation of water spray
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Liquid surface tracking with error compensation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Physics-based animation of large-scale splashing liquids
ACM Transactions on Graphics (TOG)
The Visual Computer: International Journal of Computer Graphics
Stochastic modeling of immersed rigid-body dynamics
SIGGRAPH Asia 2013 Technical Briefs
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Turbulent vortices in fluid flows are crucial for a visually interesting appearance. Although there has been a significant amount of work on turbulence in graphics recently, these algorithms rely on the underlying simulation to resolve the flow around objects. We build upon work from classical fluid mechanics to design an algorithm that allows us to accurately precompute the turbulence being generated around an object immersed in a flow. This is made possible by modeling turbulence formation based on an averaged flow field, and relying on universal laws describing the flow near a wall. We precompute the confined vorticity in the boundary layer around an object, and simulate the boundary layer separation during a fluid simulation. Then, a turbulence model is used to identify areas where this separated layer will transition into actual turbulence. We sample these regions with vortex particles, and simulate the further dynamics of the vortices based on these particles. We will show how our method complements previous work on synthetic turbulence, and yields physically plausible results. In addition, we demonstrate that our method can efficiently compute turbulent flows around a variety of objects including cars, whisks, as well as boulders in a river flow. We can even apply our model to precomputed static flow fields, yielding turbulent dynamics without a costly simulation.