Turbulent wind fields for gaseous phenomena
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A visual model for blast waves and fracture
Proceedings of the 1999 conference on Graphics interface '99
Proceedings of the 1999 conference on Graphics interface '99
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
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
Simulation of cloud dynamics on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Particle-Based Visual Simulation of Explosive Flames
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Real-Time 3D Fluid Simulation on GPU with Complex Obstacles
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
Modeling and animating gases with simulation features
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Spherical billboards and their application to rendering explosions
GI '06 Proceedings of Graphics Interface 2006
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We present a framework for real-time animation of explosions that runs completely on the GPU. The simulation allows for arbitrary internal boundaries and is governed by a combustion process, a Stable Fluid solver, which includes thermal expansion, and turbulence modeling. The simulation results are visualised by two particle systems rendered using animated textures. The results are physically based, non-repeating, and dynamic real-time explosions with high visual quality.