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A method for animating viscoelastic fluids
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Dual Marching Cubes: Primal Contouring of Dual Grids
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Controlling liquids using 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
Simulating free surface flow with very large time steps
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Mass-conserving eulerian liquid simulation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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ACM Transactions on Graphics (TOG)
Liquid surface tracking with error compensation
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Putting holes in holey geometry: topology change for arbitrary surfaces
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace traditional re-sampling methods with a convex hull method for connecting surface features during topological changes. This technique permits arbitrarily thin fluid features with minimal re-sampling errors by reusing points from the original surface. We further reduce re-sampling artifacts with a subdivision-based mesh-stitching algorithm, and we use a higher order interpolating subdivision scheme to determine the location of any newly-created vertices. The resulting algorithm efficiently produces detailed fluid surfaces with arbitrarily thin features while maintaining a consistent topology with the underlying fluid simulation.