A multigrid tutorial (2nd ed.)
A multigrid tutorial (2nd ed.)
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Directable photorealistic liquids
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation and control of breaking waves
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controllable smoke animation with guiding objects
ACM Transactions on Graphics (TOG)
Controlling fluid animation with geometric potential: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Taming liquids for rapidly changing targets
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient simulation of large bodies of water by coupling two and three dimensional techniques
ACM SIGGRAPH 2006 Papers
The tar monster: creating a character with fluid simulation
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Detail-preserving fluid control
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
Raging waters: the rivergod of Narnia
ACM SIGGRAPH 2008 talks
Fluid Simulation
Directable, high-resolution simulation of fire on the GPU
ACM SIGGRAPH 2009 papers
Guiding of smoke animations through variational coupling of simulations at different resolutions
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Synthesizing waves from animated height fields
ACM Transactions on Graphics (TOG)
Controlling liquids using meshes
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Controlling liquids using meshes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Closest point turbulence for liquid surfaces
ACM Transactions on Graphics (TOG)
Interactive localized liquid motion editing
ACM Transactions on Graphics (TOG)
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Art direction of high resolution naturalistic liquid simulations is notoriously hard, due to both the chaotic nature of the physics and the computational resources required. Resimulating a scene at higher resolution often produces very different results, and is too expensive to allow many design cycles. We present a method of constraining or guiding a high resolution liquid simulation to stay close to a finalized low resolution version (either simulated or directly animated), restricting the solve to a thin outer shell of liquid around a guide shape. Our method is generally faster than an unconstrained simulation and can be integrated with a standard fluid simulator. We demonstrate several applications, with both simulated and hand-animated inputs.