Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2004 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Animating gases with hybrid meshes
ACM SIGGRAPH 2005 Papers
Model reduction for real-time fluids
ACM SIGGRAPH 2006 Papers
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
Fluid Simulation
Modular bases for fluid dynamics
ACM SIGGRAPH 2009 papers
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
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A novel algorithm for incompressible flow using only a coarse grid projection
ACM SIGGRAPH 2010 papers
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
Pattern-guided smoke animation with lagrangian coherent structure
Proceedings of the 2011 SIGGRAPH Asia Conference
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We propose a simple and efficient data-driven method for synthesizing high-resolution 3D animations of fire from low-resolution fluid simulations. Our method is based on grid-based fluid simulation. The key concept behind our method is to use a precomputed database of high-resolution velocity fields in order to produce small-scale details that are lost in low-resolution velocity fields. The database is constructed by 2D fluid simulation and no high-resolution 3D fluid simulations need to be executed. At run-time, a low-resolution 3D fluid simulation is executed and the velocity field calculated at each time step is approximated by a linear combination of the precomputed velocity fields. This approximation process produces realistic small-scale detail. Using our method, users can efficiently design animations of fire with low-resolution simulation and our method converts them into high-resolution animations. We examine the ability of our method by applying it to simulations of fire under various situations including moving obstacles.