Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Fluid animation with dynamic meshes
ACM SIGGRAPH 2006 Papers
Liquid simulation on lattice-based tetrahedral meshes
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Volume conserving finite element simulations of deformable models
ACM SIGGRAPH 2007 papers
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
Isosurface stuffing: fast tetrahedral meshes with good dihedral angles
ACM SIGGRAPH 2007 papers
A fast variational framework for accurate solid-fluid coupling
ACM SIGGRAPH 2007 papers
Fast viscoelastic behavior with thin features
ACM SIGGRAPH 2008 papers
Fluid Simulation
Energy-preserving integrators for fluid animation
ACM SIGGRAPH 2009 papers
A point-based method for animating incompressible flow
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Accurate viscous free surfaces for buckling, coiling, and rotating liquids
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A fast and accurate semi-Lagrangian particle level set method
Computers and Structures
Matching fluid simulation elements to surface geometry and topology
ACM SIGGRAPH 2010 papers
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
Reconstructing surfaces of particle-based fluids using anisotropic kernels
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM SIGGRAPH 2011 papers
A level-set method for skinning animated particle data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
MultiFLIP for energetic two-phase fluid simulation
ACM Transactions on Graphics (TOG)
Preserving Fluid Sheets with Adaptively Sampled Anisotropic Particles
IEEE Transactions on Visualization and Computer Graphics
Simulating liquids and solid-liquid interactions with lagrangian meshes
ACM Transactions on Graphics (TOG)
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We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an alternative Eulerian tetrahedral mesh discretization to significantly reduce the complexity of the pressure solve while increasing the robustness with respect to element quality and removing the possibility of locking. Next, we enable subtle free-surface phenomena by deriving novel second-order boundary conditions consistent with our discretization. We couple this discretization with a spatially adaptive Fluid-Implicit Particle (FLIP) method, enabling efficient, robust, minimally-dissipative simulations that can undergo sharp changes in spatial resolution while minimizing artifacts. Along the way, we provide a new method for generating a smooth and detailed surface from a set of particles with variable sizes. Finally, we explore several new sizing functions for determining spatially adaptive simulation resolutions, and we show how to couple them to our simulator. We combine each of these elements to produce a simulation algorithm that is capable of creating animations at high maximum resolutions while avoiding common pitfalls like inaccurate boundary conditions and inefficient computation.