FLIP: A method for adaptively zoned, particle-in-cell calculations of fluid flows in two dimensions
Journal of Computational Physics
Realistic animation of liquids
Graphical Models and Image Processing
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th 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
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
MoXi: real-time ink dispersion in absorbent paper
ACM SIGGRAPH 2005 Papers
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Particle-based viscoelastic fluid simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulation of miscible binary mixtures based on lattice Boltzmann method: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Advections with Significantly Reduced Dissipation and Diffusion
IEEE Transactions on Visualization and Computer Graphics
Practical animation of turbulent splashing water
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Stable and efficient miscible liquid-liquid interactions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Unified SPH model for fluid-shell simulations
ACM SIGGRAPH 2008 posters
Interactive SPH simulation and rendering on the GPU
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
VEA 2012: Real-time ink simulation using a grid-particle method
Computers and Graphics
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This paper presents an effective method that simulates the ink diffusion process with visual plausible effects and real-time performance. Our algorithm updates the dynamic ink volume with a hybrid grid-particle representation: the fluid velocity field is calculated with a low-resolution grid structure, while the highly detailed ink effects are controlled and visualized with the particles. We propose an improved ink rendering method with particle sprites and motion blur techniques. The simulation and the rendering processes are efficiently implemented on graphics hardware for interactive frame rates. Compared to traditional simulation methods that treat water and ink as two mixable fluids, our method is simple but effective: it captures various ink effects such as pinned boundary [Chu and Tai 2005] and filament pattern [Shiny et al. 2010] with real-time performance; it allows easy interaction with the artists; it includes basic solid-fluid interaction. We believe that our method is attractive for industrial animation and art design.