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This document summarizes innovative research presented at SIGGRAPH 2005, focusing on advanced fluid animation techniques. Topics include the Vortex Particle Method for realistic smoke, water, and explosions, hybrid mesh approaches for animating gases, and simulating granular materials like sand. Key contributions from researchers at prestigious institutions highlight methods to achieve highly turbulent effects, enhance detail, and handle natural phenomena efficiently. Results demonstrate the potential of these techniques in creating visually striking and physically accurate animations.
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Interesting papers on SIGGRAPH 2005 Korea University Computer Graphics Lab. Jin-Kyung Hong
A Vortex Particle Method for Smoke, Water and Explosions Andres Sell (Stanford University and Intel Corporation) Nick Rasmussen (Industrial Light & Magic) Ron Fedkiw (Stanford University and Industrial Light & Magic)
Summary • Keywords • Vortex methods, fluids, smoke, water, explosions • Highly turbulent effects • Grid based method • Uniform or octree grid • Vortex particle method • Eliminate dissipation, Increase details • Vorticity forcing • Grid based velocity field towards the desired vorticity
Results (1/2) • Turbulence in water flowing (320x128x320)
Results (2/2) • Smoke explosion (180x260x180)
Animating Gases with Hybrid Meshes Bryan E. Feldman James F. O’Brien Bryan M. Klingner (University of California, Berkeley)
Overview (1/2) • Keywords • Natural phenomena, physically based animation, CFD
Overview (2/2) • Animating gases • on unstructured tetrahedral meshes • the interaction of the fluids with irregularly shaped obstacles • Hybrid mesh • Combine tetrahedral cells with regular hexahedral cells • Naturally suited to behavior at curved or angled boundaries • Accuracy near obstacles • Efficiency in open regions
Method (1/2) • Discretization • Regular grids smoothly joined to irregular tetrahedral
Method (2/2) • Accelerations due to Body Forces • Gravity, vorticity confinement • Semi-Lagrangian integration • Mass Conservation • Open boundary, closed boundary • Interpolation • Regular hexahedral cells • Tetrahedral and transition cells
Animating Sand as a Fluid Yongning Zhu Robert Bridson
Summary • Keywords • Sand, water, animation, physical simulation • Existing fluid solver granular materials • Sand modeling • Friction • Fluid simulation • Surface reconstruction from particles
Results (1/3) • As water and as sand (100x100x100) < with zero boundary friction >
Results (2/3) • Compare to previous one • Friction coefficient • between the sand and other objects • e.g. solid wall boundaries < with a boundary friction coeff. = 0.6 >
FLIP vs. PIC • FLIP: Fluid Implicit-Particle • Small-scale velocities preserved • Inviscid flows, water • PIC: Particle-in-Cell • Smoothed away • Viscous flows, sand <PIC> <FLIP>
Results (3/3) • Granular material (100x60x60)