On red-black SOR smoothing in multigrid
SIAM Journal on Scientific Computing - Special issue on iterative methods in numerical linear algebra; selected papers from the Colorado conference
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A multigrid solver for boundary value problems using programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Extended Galilean invariance for adaptive fluid simulation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Flow simulation with locally-refined LBM
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 papers
Real-time particle systems on the GPU in dynamic environments
ACM SIGGRAPH 2007 courses
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
Real-time fluid simulation using discrete sine/cosine transforms
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Modular bases for fluid dynamics
ACM SIGGRAPH 2009 papers
Directable, high-resolution simulation of fire on the GPU
ACM SIGGRAPH 2009 papers
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
Synthetic turbulence using artificial boundary layers
ACM SIGGRAPH Asia 2009 papers
Low viscosity flow simulations for animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
A parallel multigrid Poisson solver for fluids simulation on large grids
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
Sketch-based Dynamic Illustration of Fluid Systems
Proceedings of the 2011 SIGGRAPH Asia Conference
Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
A new grid structure for domain extension
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Chimera grids for water simulation
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive smoke simulation and rendering on the GPU
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPU-accelerated Eulerian fluid solver that is suited for real-time use because it is unconditionally stable, takes constant calculation time per frame, and provides good visual fidelity. We dynamically translate the fluid simulation domain to track a user-controlled object. The fluid motion is visualized via its effects on particles which respond to the calculated fluid velocity field, but which are not constrained to stay within the bounds of the simulation domain. As particles leave the simulation domain, they seamlessly transition to purely particle-based motion, obscuring the point at which the fluid simulation ends. We additionally describe a hardware-accelerated volume rendering system that treats the particles as participating media and can render effects such as smoke, dust, or mist. Taken together, these components can be used to add fluid-driven effects to an interactive system without enforcing constraints on user motion, and without visual artifacts resulting from the finite extents of Eulerian fluid simulation methods.