Hairpin removal in vortex interactions II
Journal of Computational Physics
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Smoothed particles: a new paradigm for animating highly deformable bodies
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
Simulation of smoke based on vortex filament primitives
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Stable, circulation-preserving, simplicial fluids
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
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
Smoke Surfaces: An Interactive Flow Visualization Technique Inspired by Real-World Flow Experiments
IEEE Transactions on Visualization and Computer Graphics
Deforming meshes that split and merge
ACM SIGGRAPH 2009 papers
Robust Topological Operations for Dynamic Explicit Surfaces
SIAM Journal on Scientific Computing
A multiscale approach to mesh-based surface tension flows
ACM SIGGRAPH 2010 papers
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
Anisotropic mesh adaptation for evolving triangulated surfaces
Engineering with Computers - Special Issue: 15th International Meshing Roundtable in 2006. Guest Editors: Philippe P. Pébay and Alan M. Shih (pp. 339 - 406). Original Articles (pp. 407 - 448)
Lagrangian vortex sheets for animating fluids
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. In an attempt to overcome the diffusion inherent to Eulerian grid-based simulators, a technique has recently been developed which represents velocity using a sparse set of vortex filaments. This has the advantage of providing an easily understandable and controllable model for fluid velocity, but is computationally expensive because each filament affects the fluid velocity over an unbounded region of the simulation space. We present an alternative to existing techniques which merge adjacent filament rings, instead allowing filaments to form arbitrary structures, and we develop a new set of reconnection criteria to take advantage of this filament graph. To complement this technique, we also introduce a method for smoke surface tracking and rendering designed to minimize the number of sample points without introducing excessive diffusion or blurring. Though this representation lends itself to straightforward real-time rendering, we also present a method which renders the thin sheets and curls of smoke as diffuse volumes using any GPU capable of supporting geometry shaders.