Realistic animation of liquids
Graphical Models and Image Processing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A visual model for blast waves and fracture
Proceedings of the 1999 conference on Graphics interface '99
Proceedings of the 1999 conference on Graphics interface '99
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Journal of Computational Physics
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animating suspended particle explosions
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
ACM SIGGRAPH 2004 Papers
Animating gases with hybrid meshes
ACM SIGGRAPH 2005 Papers
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
Fluid animation with dynamic meshes
ACM SIGGRAPH 2006 Papers
Simultaneous coupling of fluids and deformable bodies
ACM SIGGRAPH 2006 Sketches
Stable, circulation-preserving, simplicial fluids
ACM Transactions on Graphics (TOG)
Finite volume flow simulations on arbitrary domains
Graphical Models
Liquid simulation on lattice-based tetrahedral meshes
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Fast fluid simulation using residual distribution schemes
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Tunneling blasting simulation for digital mine
Transactions on Edutainment VII
Hi-index | 0.00 |
We present an efficient method for visual simulations of shock phenomena in compressible, inviscid fluids. Our algorithm is derived from one class of the finite volume method especially designed for capturing shock propagation, but offers improved efficiency through physically-based simplification and adaptation for graphical rendering. Our technique is well suited for parallel implementation on multicore architectures and is also capable of handling complex, bidirectional object-shock interactions stably and robustly. We describe its applications to various visual effects, including explosion, sonic booms and turbulent flows.