FLIP: A method for adaptively zoned, particle-in-cell calculations of fluid flows in two dimensions
Journal of Computational Physics
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive animation of ocean waves
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A second-order-accurate symmetric discretization of the Poisson equation on irregular domains
Journal of Computational Physics
Rapid and accurate computation of the distance function using grids
Journal of Computational Physics
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
A partial differential equation approach to multidimensional extrapolation
Journal of Computational Physics
A unified approach for modeling complex occlusions in fluid simulations
ACM SIGGRAPH 2003 Sketches & Applications
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Directable photorealistic liquids
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Hierarchical RLE level set: A compact and versatile deformable surface representation
ACM Transactions on Graphics (TOG)
3D Distance Fields: A Survey of Techniques and Applications
IEEE Transactions on Visualization and Computer Graphics
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulation of bubbles in foam with the volume control method
ACM SIGGRAPH 2007 papers
Real-time simulation of 3D smoke based on Navier-Stokes equation
WSEAS Transactions on Computers
Visual simulation of shockwaves
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive visual simulation of dynamic ink diffusion effects
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Updated sparse cholesky factors for corotational elastodynamics
ACM Transactions on Graphics (TOG)
Fast fluid simulation using residual distribution schemes
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Physically-based dye advection for flow visualization
EuroVis'08 Proceedings of the 10th Joint Eurographics / IEEE - VGTC conference on Visualization
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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These course notes are designed to give you a practical introduction to fluid simulation for graphics. The field of fluid dynamics, even just in animation, is vast and so not every topic will be covered. The focus of these notes is animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to actual implementation. However, we will include a small amount of material on heightfield simplifications which are important for real-time animation.In general the approach is to make things as simple as possible, but no simpler. Constructing a fluid solver for computer animation is not the easiest thing in the world--there end up being a lot of little details that need attention-- but is perhaps easier than it may appear from surveying the literature. We will also provide pointers to some more advanced topics here and there.