The numerical analysis of ordinary differential equations: Runge-Kutta and general linear methods
The numerical analysis of ordinary differential equations: Runge-Kutta and general linear methods
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 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-time texture synthesis by patch-based sampling
ACM Transactions on Graphics (TOG)
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A simple fluid solver based on the FFT
Journal of Graphics Tools
Modeling and Rendering of Various Natural Phenomena Consisting of Particles
CGI '01 Computer Graphics International 2001
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Real-time cloud simulation and rendering
Real-time cloud simulation and rendering
Flow-based video synthesis and editing
ACM SIGGRAPH 2004 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
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Modeling and editing flows using advected radial basis functions
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Model reduction for real-time fluids
ACM SIGGRAPH 2006 Papers
A controllable, fast and stable basis for vortex based smoke simulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Wrinkled flames and cellular patterns
ACM SIGGRAPH 2007 papers
Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
ACM Transactions on Graphics (TOG)
Precomputing data-driven tree animation
Computer Animation and Virtual Worlds - CASA 2007
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
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
Predictive-corrective incompressible SPH
ACM SIGGRAPH 2009 papers
Directable, high-resolution simulation of fire on the GPU
ACM SIGGRAPH 2009 papers
A data-driven visual simulation of fire phenomena
SIGGRAPH '09: Posters
Motion field texture synthesis
ACM SIGGRAPH Asia 2009 papers
Synthetic turbulence using artificial boundary layers
ACM SIGGRAPH Asia 2009 papers
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A particle-based method for viscoelastic fluids animation
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
A novel algorithm for incompressible flow using only a coarse grid projection
ACM SIGGRAPH 2010 papers
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
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We present a novel graph-based data-driven technique for cost-effective fire modeling. This technique allows composing long animation sequences using a small number of short simulations. While traditional techniques such as motion graphs and motion blending work well for character motion synthesis, they cannot be trivially applied to fluids to produce results with physically consistent properties which are crucial to the visual appearance of fluids. Motivated by the motion graph technique used in character animations, we introduce a new type of graph which can be applied to create various fire phenomena. Each graph node consists of a group of compact spatial-temporal flow pathlines instead of a set of volumetric state fields. Consequently, achieving smooth transitions between discontinuous graph nodes for modeling turbulent fires becomes feasible and computationally efficient. The synthesized particle flow results allow direct particle controls which is much more flexible than a full volumetric representation of the simulation output. The accompanying video shows the versatility and potential power of this new technique for synthesizing realtime complex fire at the quality comparable to production animations.