Real time design and animation of fractal plants and trees
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
Toward interactive-rate simulation of fluids with moving obstacles using Navier-Stokes equations
Graphical Models and Image Processing
HCSM: a framework for behavior and scenario control in virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on graphics, animation, and visualization for simulation environments
Guest editorial—Simulation for training: foundations and techniques
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Terrain database interoperability issues in training with distributed interactive simulation
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Plant models faithful to botanical structure and development
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Visualization of Volcanic Ash Clouds
IEEE Computer Graphics and Applications
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
IEEE Transactions on Visualization and Computer Graphics
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Simulation of physically realistic complex dust behavior is very useful in training, education, art, advertising, and entertainment. There are no published models for real-time simulation of dust behavior generated by a traveling vehicle. In this paper, we use particle systems, computational fluid dynamics, and behavioral simulation techniques to simulate dust behavior in real time. First, we analyze the forces and factors that affect dust generation and the behavior after dust particles are generated. Then, we construct physically-based empirical models to generate dust particles and control the behavior accordingly. We further simplify the numerical calculations by dividing dust behavior into three stages, and establishing simplified particle system models for each stage. We employ motion blur, particle blending texture mapping, and other computer graphics techniques to achieve the final results. Our contributions include constructing physically-based empirical models to generate dust behavior and achieving simulation of the behavior in real time.