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
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Depicting fire and other gaseous phenomena using diffusion processes
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Realistic animation of liquids
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Modeling the motion of a hot, turbulent gas
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A comparison of spectral and vortex methods in three-dimensional incompressible flows
Journal of Computational Physics
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Global and local deformations of solid primitives
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A real-time cloud modeling, rendering, and animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Swirling-Sweepers: Constant-Volume Modeling
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SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartI
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ACM SIGGRAPH 2006 Courses
A controllable, fast and stable basis for vortex based smoke simulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Path-based control of smoke simulations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation of chemically reactive fluids using a hybrid simulation method
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Animation of chemically reactive fluids using a hybrid simulation method
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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Fast animation of turbulence using energy transport and procedural synthesis
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Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Filament-based smoke with vortex shedding and variational reconnection
ACM SIGGRAPH 2010 papers
A Bayesian interactive optimization approach to procedural animation design
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pattern-guided smoke animation with lagrangian coherent structure
Proceedings of the 2011 SIGGRAPH Asia Conference
Large-scale fluid simulation using velocity-vorticity domain decomposition
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
VEA 2012: Real-time ink simulation using a grid-particle method
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Smoke sheets for graph-structured vortex filaments
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Smoke sheets for graph-structured vortex filaments
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Target particle control of smoke simulation
Proceedings of Graphics Interface 2013
Technical Section: A unified smoke control method based on signed distance field
Computers and Graphics
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We describe a method that permits the high performance simulation of fluid phenomena such as smoke, with high-level control for the artist. Our key primitives are vortex filament and vortex ring: vorticity defines a flow as well as velocity does, and for numerous interesting flows such as smoke or explosions this information is very compact and tightly linked to the visual features of the fluid. We treat these vortices as ID Lagrangian primitives (i.e. connected particles), which permit unbounded fluids and very accurate positioning of the features. The simulation passive density particles for rendering is totally independent of the fluid animation itself. Thus, the animation can be efficiently simulated, edited and even stored, while the fluid resolution used for rendering can be arbitrarily high. We aim at plausible fluids rather than physical accuracy. For efficiency and stability, we introduce a new formalization of the Biot-Savart law and a modified Biot-Savart Kernel. Our model also introduces a hierarchical filament structure for animation LOD, turbulent noise, and an original scheme for density particles.