Realistic animation of liquids
Graphical Models and Image Processing
Grid refinement for lattice-BGK models
Journal of Computational Physics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
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
Physically-based visual simulation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A multigrid solver for boundary value problems using programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Flows on surfaces of arbitrary topology
ACM SIGGRAPH 2003 Papers
Linear algebra operators for GPU implementation of numerical algorithms
ACM SIGGRAPH 2003 Papers
Sparse matrix solvers on the GPU: conjugate gradients and multigrid
ACM SIGGRAPH 2003 Papers
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Lattice-Based Flow Field Modeling
IEEE Transactions on Visualization and Computer Graphics
Extended Galilean invariance for adaptive fluid simulation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
GPU Cluster for High Performance Computing
Proceedings of the 2004 ACM/IEEE conference on Supercomputing
MoXi: real-time ink dispersion in absorbent paper
ACM SIGGRAPH 2005 Papers
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
Adapted unstructured LBM for flow simulation on curved surfaces
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fluid animation with dynamic meshes
ACM SIGGRAPH 2006 Papers
Visual Simulation of Heat Shimmering and Mirage
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
Lattice methods for fluid animation in games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Interactive fluid-particle simulation using translating Eulerian grids
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
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We simulate 3D fluid flow by a locally-refined lattice Boltzmann method (LBM) on graphics hardware. A low resolution LBM simulation running on a coarse grid models global flow behavior of the entire domain with low consumption of computational resources. For regions of interest where small visual details are desired, LBM simulations are performed on fine grids, which are separate grids superposed on the coarse one. The flow properties on boundaries of the fine grids are determined by the global simulation on the coarse grid. Thus, the locally refined fine-grid simulations follow the global fluid behavior, and model the desired small-scale and turbulent flow motion with their denser numerical discretization. A fine grid can be initiated and terminated at any time while the global simulation is running. It can also move inside the domain with a moving object to capture small-scale vortices caused by the object. Besides the performance improvement due to the adaptive simulation, the locally-refined LBM is suitable for acceleration on contemporary graphics hardware (GPU), since it involves only local and linear computations. Therefore, our approach achieves fast and adaptive 3D flow simulation for computer games and other interactive applications.