Combining physical and visual simulation—creation of the planet Jupiter for the film “2010”
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A fast algorithm for particle simulations
Journal of Computational Physics
Laplace's equation and the Dirichlet-Neumann map in multiply connected domains
Journal of Computational Physics
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A fast adaptive multipole algorithm in three dimensions
Journal of Computational Physics
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
Constructing stream surfaces in steady 3D vector fields
VIS '92 Proceedings of the 3rd conference on Visualization '92
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
ACM SIGGRAPH 2005 Papers
Vortex fluid for gaseous phenomena
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Advections with Significantly Reduced Dissipation and Diffusion
IEEE Transactions on Visualization and Computer Graphics
Curl-noise for procedural fluid flow
ACM SIGGRAPH 2007 papers
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
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
Fluid Simulation
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
Fast and robust tracking of fluid surfaces
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Stretching and wiggling liquids
ACM SIGGRAPH Asia 2009 papers
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Time and Streak Surfaces for Flow Visualization in Large Time-Varying Data Sets
IEEE Transactions on Visualization and Computer Graphics
Robust Topological Operations for Dynamic Explicit Surfaces
SIAM Journal on Scientific Computing
Matching fluid simulation elements to surface geometry and topology
ACM SIGGRAPH 2010 papers
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
Lagrangian vortex sheets for animating fluids
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Explicit Mesh Surfaces for Particle Based Fluids
Computer Graphics Forum
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Liquid surface tracking with error compensation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Hi-index | 0.00 |
We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh surface dividing space between clear air and a uniformly smoky region, on which we compute vortex sheet dynamics to accurately solve inviscid buoyant flow. We handle arbitrary moving no-stick solid boundaries and by default handle an infinite domain. The simulation itself runs in time linear to the number of triangles thanks to the use of a well-conditioned integral equation treatment together with a Fast Multipole Method for linear-time summations, providing excellent performance. Basic zero-albedo smoke rendering, with embedded solids, is easy to implement for interactive rates, and the mesh output can also serve as an extremely compact and detailed input to more sophisticated volume rendering.