Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A two-and-a-half-D motion-blur algorithm
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image-based motion blur for stop motion animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The constrained interpolation profile method for multiphase analysis
Journal of Computational Physics
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
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Transactions on Visualization and Computer Graphics
Temporal anti-aliasing in computer generated animation
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Modeling motion blur in computer-generated images
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th 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
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Stable but nondissipative water
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2005 Papers
Coupling water and smoke to thin deformable and rigid shells
ACM SIGGRAPH 2005 Papers
Melting and Burning Solids into Liquids and Gases
IEEE Transactions on Visualization and Computer Graphics
Point-based surface rendering with motion blur
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
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This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable solids, clothes, and several other kinds of objects, and produce satisfactory results. As there is no specific reason to discriminate fluids from the above objects, one may consider applying an existing motion blur technique to render fluids. However, here we show that existing motion blur techniques are intended for simulations carried out in the Lagrangian framework, and are not suited to Eulerian simulations. Then, we propose a new motion blur technique that is suitable for rendering Eulerian simulations.