Cellular automata machines: a new environment for modeling
Cellular automata machines: a new environment for modeling
Numerical computation of internal & external flows: fundamentals of numerical discretization
Numerical computation of internal & external flows: fundamentals of numerical discretization
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Cellular automata transforms: theory and applications in multimedia compression, encryption, and modeling
Game Programming Gems
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Flows on surfaces of arbitrary topology
ACM SIGGRAPH 2003 Papers
The Lattice-Boltzmann Method for Simulating Gaseous Phenomena
IEEE Transactions on Visualization and Computer Graphics
Interactive blood simulation for virtual surgery based on smoothed particle hydrodynamics
Technology and Health Care
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Numerical simulation of bubble flows by the lattice Boltzmann method
Future Generation Computer Systems - Special issue: Computational science of lattice Boltzmann modelling
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
Theory of cellular automata: a survey
Theoretical Computer Science
The elements of nature: interactive and realistic techniques
ACM SIGGRAPH 2004 Course Notes
Real-time atmospheric effects in games
ACM SIGGRAPH 2006 Courses
Robust treatment of collisions, contact and friction for cloth animation
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
A unified particle model for fluid–solid interactions: Research Articles
Computer Animation and Virtual Worlds
Flow simulation with locally-refined LBM
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
Hi-index | 0.00 |
In this work, we focus on fluid modeling and animation via lattice methods for computer games. We consider two approaches in this area: a Lattice Gas Cellular Automata (LGCA) technique and the Lattice Boltzmann (LBM) Method. LGCAs are discrete models based on point particles that move on a lattice according to suitable and simple rules in order to mimic a fully molecular dynamics. The LBM method is based on the fundamental idea of constructing simplified kinetic models, which incorporates the essential physics of microscopic processes so that the macroscopic averaged properties satisfy macroscopic equations. In this article, we present two animating frameworks based on the above-mentioned lattice methods. Both frameworks are composed of two models: (a) a 3D fluid animation technique; and (b) a GPU surface flow animation over terrain models. In the first framework, item (a) is performed through a LGCA, while in the second one we applied the LBM. In this work we highlight the advantages of these approaches for computer game applications. In the experimental results, we emphasize the simplicity and power of the presented models when combined with efficient techniques for rendering, and compare them in terms of efficiency.