Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Regularized vortex sheet evolution in three dimensions
Journal of Computational Physics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Provably good moving least squares
SODA '05 Proceedings of the sixteenth annual ACM-SIAM symposium on Discrete algorithms
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Particle-based fluid-fluid interaction
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A semi-Lagrangian contouring method for fluid simulation
ACM Transactions on Graphics (TOG)
A controllable, fast and stable basis for vortex based smoke simulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
Impact of a vortex ring on a density interface using a regularized inviscid vortex sheet method
Journal of Computational Physics
Energy-preserving integrators for fluid animation
ACM SIGGRAPH 2009 papers
Stretching and wiggling liquids
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
Physics-inspired topology changes for thin fluid features
ACM SIGGRAPH 2010 papers
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
Smoke sheets for graph-structured vortex filaments
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Linear-time smoke animation with vortex sheet meshes
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Smoke sheets for graph-structured vortex filaments
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Linear-time smoke animation with vortex sheet meshes
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Liquid surface tracking with error compensation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Target particle control of smoke simulation
Proceedings of Graphics Interface 2013
Visual simulation of turbulent fluids using MLS interpolation profiles
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.00 |
Buoyant turbulent smoke plumes with a sharp smoke-air interface, such as volcanic plumes, are notoriously hard to simulate. The surface clearly shows small-scale turbulent structures which are costly to resolve. In addition, the turbulence onset is directly visible at the interface, and is not captured by commonly used turbulence models. We present a novel approach that employs a triangle mesh as a high-resolution surface representation combined with a coarse Eulerian solver. On the mesh, we solve the interfacial vortex sheet equations, which allows us to accurately simulate buoyancy induced turbulence. For complex boundary conditions we propose an orthogonal turbulence model that handles vortices caused by obstacle interaction. In addition, we demonstrate a re-sampling scheme to remove surfaces that are hidden inside the bulk volume. In this way we are able to achieve highly detailed simulations of turbulent plumes efficiently.