Fluid Simulation for Computer Graphics

Fluid Simulation for Computer Graphics

Author: Robert Bridson

Publisher: CRC Press

Published: 2015-09-18

Total Pages: 269

ISBN-13: 1482232847

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A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.


Vortex Methods for Fluid Simulation in Computer Graphics

Vortex Methods for Fluid Simulation in Computer Graphics

Author: Mauricio Alfredo Vines Neuwirth

Publisher:

Published: 2013

Total Pages:

ISBN-13:

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Fluid simulations for computer graphics applications have attracted the attention of many researchers and practitioners due to the enhanced realism that natural phenomena simulation adds to graphical applications. Vortex methods are receiving increasing attention from the computer graphics community for simple and direct modeling of complex flow phenomena such as turbulence. However, vortex methods have not been developed yet to the level of other techniques for fluid simulation in computer graphics. In this work we present a novel simulation framework to model inviscid flows using Lagrangian vortex particle methods. We introduce novel stable methods to solve the vorticity flow equations that produce highly detailed visual fluid simulations. We incorporate the full interplay of solids and fluids in our framework. The coupling between free-form solids, represented by arbitrary surface meshes and fluids simulated with vortex methods, leads to visually rich simulations. Previous vortex simulators only focus on modeling the solid as a boundary for the flow. We model solid boundaries using an extended potential flow at the solid surface coupled with a boundary layer simulation. This allows the accurate simulation of two processes of visual interest. The first is the introduction of surface vorticity in the main flow as turbulence (vortex shedding). The second is the motion of the solid induced by fluid forces, which is calculated from the dynamics of vorticity in the flow and the rate of vorticity creation at solid surfaces. We demonstrate high quality results of our methods simulating flows around solid objects and solid object propulsion due to flows. This work ameliorates one of the important omissions in the development of vortex methods for computer graphics, which is the simulation of two-way coupling of solids and fluids.


The Incorporation of Bubbles Into a Computer Graphics Fluid Simulation

The Incorporation of Bubbles Into a Computer Graphics Fluid Simulation

Author: Shannon Thomas Greenwood

Publisher:

Published: 2005

Total Pages:

ISBN-13:

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We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particles from the outside to the inside. These marker particles might represent air that has been trapped within the fluid surface. Further, we detect when air is trapped in the fluid and create bubbles within this space. This gives the impression that the air pocket has become bubbles and is an inexpensive way to simulate the air trapped in air pockets. The results of the simulation are rendered with a raytracer that includes caustics. This allows the creation of photorealistic images. These images support our position that the simple addition of bubbles included in a fluid simulation creates results that are much more true to life.


Guide to Dynamic Simulations of Rigid Bodies and Particle Systems

Guide to Dynamic Simulations of Rigid Bodies and Particle Systems

Author: Murilo G. Coutinho

Publisher: Springer Science & Business Media

Published: 2012-10-08

Total Pages: 402

ISBN-13: 1447144171

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This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid-body systems. The text focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic-simulation engines. Each chapter examines numerous algorithms, describing their design and analysis in an accessible manner, without sacrificing depth of coverage or mathematical rigor. Features: examines the problem of computing an hierarchical representation of the geometric description of each simulated object, as well as the simulated world; discusses the use of discrete and continuous collision detection to handle thin or fast-moving objects; describes the computational techniques needed for determining all impulsive and contact forces between bodies with multiple simultaneous collisions and contacts; presents techniques that can be used to dynamically simulate articulated rigid bodies; concludes each chapter with exercises.


Fluid Engine Development

Fluid Engine Development

Author: Doyub Kim

Publisher: CRC Press

Published: 2017-01-20

Total Pages: 321

ISBN-13: 1498719937

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From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer’s perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development. Explains how to create a fluid simulation engine from scratch Offers an approach that is code-oriented rather than math-oriented, allowing readers to learn how fluid dynamics works with code, with downloadable code available Explores various kinds of simulation techniques for fluids using particles and grids Discusses practical issues such as data structure design and optimizations Covers core numerical tools including linear system and level set solvers


Particle-Based Methods

Particle-Based Methods

Author: Eugenio Oñate

Publisher: Springer Science & Business Media

Published: 2011-02-17

Total Pages: 275

ISBN-13: 9400707355

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The book contains 11 chapters written by relevant scientists in the field of particle-based methods and their applications in engineering and applied sciences. The chapters cover most particle-based techniques used in practice including the discrete element method, the smooth particle hydrodynamic method and the particle finite element method. The book will be of interest to researchers and engineers interested in the fundamentals of particle-based methods and their applications.


The Art of Fluid Animation

The Art of Fluid Animation

Author: Jos Stam

Publisher: CRC Press

Published: 2015-11-04

Total Pages: 275

ISBN-13: 1498700217

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This book presents techniques for creating fluid-like animations with no required advanced physics and mathematical skills. It describes how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. It includes a historical background of the computation of fluids as well as concepts that drive fluid animations, and also provides computer code that readers can download and run on several platforms to create their own programs using fluid animation.


Virtual and Mixed Reality

Virtual and Mixed Reality

Author: Randall Shumaker

Publisher: Springer Science & Business Media

Published: 2009-07-15

Total Pages: 663

ISBN-13: 3642027717

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The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.