SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Rapid, stable fluid dynamics for computer graphics
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
Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Toward interactive-rate simulation of fluids with moving obstacles using Navier-Stokes equations
Graphical Models and Image Processing
Motion Simulation: A Real Time Particle System for Display of Ship Wakes
IEEE Computer Graphics and Applications
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time simulation of dust behavior generated by a fast traveling vehicle
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Integrating Physics-Based Computing and Visualization: Modeling Dust Behavior
Computing in Science and Engineering
A Fluid-Based Soft-Object Model
IEEE Computer Graphics and Applications
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
Flows on surfaces of arbitrary topology
ACM SIGGRAPH 2003 Papers
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Synthesis of material drying history: phenomenon modeling, transferring and rendering
ACM SIGGRAPH 2006 Courses
Real-time simulations of bubbles and foam within a shallow water framework
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Solving general shallow wave equations on surfaces
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real time physics: class notes
ACM SIGGRAPH 2008 classes
A GPU-based method for approximate real-time fluid flow simulation
Machine Graphics & Vision International Journal
Haptic Interaction and Interactive Simulation in an AR Environment for Aesthetic Product Design
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
Learning abstract concepts through interactive playing
Computers and Graphics
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
Fast water animation using the wave equation with damping
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part II
Synthesis of material drying history: phenomenon modeling, transferring and rendering
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Real-time open water environments with interacting objects
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
Wake Synthesis For Shallow Water Equation
Computer Graphics Forum
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This article presents a new method for real-time fluid simulation in computer graphics and dynamic virtual environments. By solving the 2D Navier-Stokes equations using a computational fluid dynamics method, the authors map the surface into 3D using the corresponding pressures in the fluid flow field. This achieves realistic real-time fluid surface behaviors by employing the physical governing laws of fluids but avoiding extensive 3D fluid dynamics computations. To complement the surface behaviors, they calculate fluid volume and external boundary changes separately to achieve full 3D general fluid flow. Unlike previous computer graphics fluid models, their model allows multiple fluid sources to be placed interactively at arbitrary locations in a dynamic virtual environment. The fluid will flow from these sources at user modifiable flow rates following a terrain which can be dynamically modified, for example, by a bulldozer. This approach can simulate many different fluid behaviors by changing the internal or external boundary conditions, and can model different kinds of fluids by varying the Reynolds number. It can simulate objects moving or floating in fluids and produce synchronized general fluid flow in a distributed interactive simulation.