Particle-based viscoelastic fluid simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A particle-based method for viscoelastic fluids animation
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
ACM SIGGRAPH 2010 papers
A local level-set method using a hash table data structure
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We present a particle-based algorithm for modeling highly viscous liquids. Using a numerical time-integration of particle acceleration and velocity, we apply external forces to particles and use a convenient organization, the adhesion matrix, to represent forces between different types of liquids and objects. Viscosity is handled by performing a momentum exchange between particle pairs such that momentum is conserved. Volume is maintained by iteratively adjusting particle positions after each time step. We use a two-tiered approach to time stepping that allows particle positions to be updated many times per frame while expensive operations, such as calculating viscosity and adhesion, are done only a few times per frame. The liquid is rendered using an implicit surface polygonization algorithm, and we present an implicit function that convolves the liquid surface with a Gaussian function, yielding a smooth liquid skin. Copyright © 2004 John Wiley & Sons, Ltd.