Results 1 - 10
of
53
Practical animation of liquids
- Graphical Models and Image Processing
, 1996
"... We present a comprehensive methodology for realistically animating liquid phenomena. Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior. It is based on the Navier-Stokes equations which couple momentum and mass con ..."
Abstract
-
Cited by 299 (20 self)
- Add to MetaCart
We present a comprehensive methodology for realistically animating liquid phenomena. Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior. It is based on the Navier-Stokes equations which couple momentum and mass conservation to completely describe fluid motion. Our starting point is an environment containing an arbitrary distribution of fluid, and submerged or semi-submerged obstacles. Velocity and pressure are defined everywhere within this environment, and updated using a set of finite difference expressions. The resulting vector and scalar fields are used to drive a height field equation representing the liquid surface. The nature of the coupling between obstacles in the environment and free variables allows for the simulation of a wide range of effects that were not possible with previous computer-graphics fluid models. Wave effects such as reflection, refraction and diffraction, as well as rotational effects such as eddies, vorticity, and splashing are a natural consequence of solving the system. In addition, the Lagrange equations of motion are used to place buoyant dynamic objects into a scene, and track the position of spray and foam during the animation process. Typical disadvantages to dynamic simulations such as poor scalability and lack of control are addressed by assuming that stationary obstacles align with grid cells during the finite difference discretization, and by appending terms to the Navier-Stokes equations to include forcing functions. Free surfaces in our system are represented as either a collection of massless particles in 2D, or a height field which is suitable for many of the water rendering algorithms presented by researchers in recent years.
Surface Modeling with Oriented Particle Systems
- Computer Graphics
, 1991
"... Splines and deformable surface models are widely used in computer graphics to describe free-form surfaces. These methods require manual preprocessing to discretize the surface into patches and to specify their connectivity. We present a new model of elastic surfaces based on interacting particle sys ..."
Abstract
-
Cited by 180 (4 self)
- Add to MetaCart
Splines and deformable surface models are widely used in computer graphics to describe free-form surfaces. These methods require manual preprocessing to discretize the surface into patches and to specify their connectivity. We present a new model of elastic surfaces based on interacting particle systems, which, unlike previous techniques, can be used to split, join, or extend surfaces without the need for manual intervention. The particles we use have long-range attraction forces and short-range repulsion forces and follow Newtonian dynamics, much like recent computational models of fluids and solids. To enable our particles to model surface elements instead of point masses or volume elements, we add an orientation to each particle's state. We devise new interaction potentials for our oriented particles which favor locally planar or spherical arrangements. We also develop techniques for adding new particles automatically, which enables our surfaces to stretch and grow. We demonstrate t...
Animation and Rendering of Complex Water Surfaces
, 2002
"... We present a new method for the animation and rendering of photorealistic water effects. Our method is designed to produce visually plausible three dimensional effects, for example the pouring of water into a glass (see figure 1) and the breaking of an ocean wave, in a manner which can be used in a ..."
Abstract
-
Cited by 177 (17 self)
- Add to MetaCart
We present a new method for the animation and rendering of photorealistic water effects. Our method is designed to produce visually plausible three dimensional effects, for example the pouring of water into a glass (see figure 1) and the breaking of an ocean wave, in a manner which can be used in a computer animation environment. In order to better obtain photorealism in the behavior of the simulated water surface, we introduce a new "thickened" front tracking technique to accurately represent the water surface and a new velocity extrapolation method to move the surface in a smooth, water-like manner. The velocity extrapolation method allows us to provide a degree of control to the surface motion, e.g. to generate a windblown look or to force the water to settle quickly. To ensure that the photorealism of the simulation carries over to the final images, we have integrated our method with an advanced physically based rendering system.
Predicting the Drape of Woven Cloth Using Interacting Particles
, 1994
"... We demonstrate a physically-based technique for predicting the drape of a wide variety of woven fabrics. The approach exploits a theoretical model that explicitly represents the microstructure of woven cloth with interacting particles, rather than utilizing a continuum approximation. By testing a cl ..."
Abstract
-
Cited by 108 (5 self)
- Add to MetaCart
We demonstrate a physically-based technique for predicting the drape of a wide variety of woven fabrics. The approach exploits a theoretical model that explicitly represents the microstructure of woven cloth with interacting particles, rather than utilizing a continuum approximation. By testing a cloth sample in a Kawabata fabric testing device, we obtain data that is used to tune the model's energy functions, so that it reproduces the draping behavior of the original material. Photographs, comparing the drape of actual cloth with visualizations of simulation results, show that we are able to reliably model the unique large-scale draping characteristics of distinctly different fabric types. iii Figure 1.1: Draping cloth objects 1 Introduction The vast number of uses for cloth are mirrored in the extraordinary variety of types of woven fabrics. These range from the most exquisite fine silks, to the coarsest of burlaps, and are woven from such diverse fibers as natural wool and synth...
K.: Dynamic simulation of splashing fluids
- In Proc. of Computer Animation
, 1995
"... Abstract: In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of the fluid. To demonstrate the r ..."
Abstract
-
Cited by 58 (5 self)
- Add to MetaCart
Abstract: In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of the fluid. To demonstrate the realism and limitations of the model, images from a computergenerated animation are presented and compared with video frames of actual splashes occuring under similar initial conditions. 1
Cellular Texture Generation
, 1995
"... We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate ..."
Abstract
-
Cited by 57 (2 self)
- Add to MetaCart
We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate
Melting and Flowing
, 2002
"... We present a fast and stable system for animating materials that melt, flow, and solidify. Examples of real-world materials that exhibit these phenomena include melting candles, lava flow, the hardening of cement, icicle formation, and limestone deposition. We animate such phenomena by physical simu ..."
Abstract
-
Cited by 52 (2 self)
- Add to MetaCart
We present a fast and stable system for animating materials that melt, flow, and solidify. Examples of real-world materials that exhibit these phenomena include melting candles, lava flow, the hardening of cement, icicle formation, and limestone deposition. We animate such phenomena by physical simulation of fluids -- in particular the incompressible viscous Navier-Stokes equations with free surfaces, treating solid and nearly-solid materials as very high viscosity fluids. The computational method is a modification of the Marker-and-Cell (MAC) algorithm in order to rapidly simulate fluids with variable and arbitrarily high viscosity. This allows the viscosity of the material to change in space and time according to variation in temperature, water content, or any other spatial variable, allowing different locations in the same continuous material to exhibit states ranging from the absolute rigidity or slight bending of hardened wax to the splashing and sloshing of water. We create detailed polygonal models of the fluid by splatting particles into a volumetric grid and we render these models using ray tracing with sub-surface scattering. We demonstrate the method with examples of several viscous materials including melting wax and sand drip castles.
Animating sand as a fluid
- ACM Trans. Graph. (Proc. SIGGRAPH
, 2005
"... My thesis presents a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulat ..."
Abstract
-
Cited by 52 (3 self)
- Add to MetaCart
My thesis presents a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator within frictional regime with only a few small additions to account for inter-grain and boundary friction, yet with visually acceptable result. We also propose an alternative method for simulating fluids. Our core representation is a cloud of particles, which allows for accurate and flexible surface tracking and advection, but we use an auxiliary grid to efficiently enforce boundary conditions and incompressibility. We further address the issue of reconstructing a surface from particle data to render each frame. ii Contents ii
Particle-Based Simulation of Fluids
, 2003
"... Due to our familiarity with how fluids move and interact, as well as their complexity, plausible animation of fluids remains a challenging problem. We present a particle interaction method for simulating fluids. The underlying equations of fluid motion are discretized using moving particles and th ..."
Abstract
-
Cited by 39 (0 self)
- Add to MetaCart
Due to our familiarity with how fluids move and interact, as well as their complexity, plausible animation of fluids remains a challenging problem. We present a particle interaction method for simulating fluids. The underlying equations of fluid motion are discretized using moving particles and their interactions. The method allows simulation and modeling of mixing fluids with different physical properties, fluid interactions with stationary objects, and fluids that exhibit significant interface breakup and fragmentation. The gridless computational method is suited for medium scale problems since computational elements exist only where needed. The method fits well into the current user interaction paradigm and allows easy user control over the desired fluid motion.
Interactive Animation of Cloth-like Objects in Virtual Reality
, 2000
"... Modeling and animation of cloth has experienced important developments in recent years. As a consequence, complex textile models can be used to realistically drape objects or human characters in a fairly efficient way. However, real-time realistic simulation remains a major challenge, even if applic ..."
Abstract
-
Cited by 33 (0 self)
- Add to MetaCart
Modeling and animation of cloth has experienced important developments in recent years. As a consequence, complex textile models can be used to realistically drape objects or human characters in a fairly efficient way. However, real-time realistic simulation remains a major challenge, even if applications are numerous, from rapid prototyping to e-commerce. In this paper, we present a stable, real-time algorithm for animating cloth-like materials. Using a hybrid explicit/implicit algorithm, we perform fast and stable time integration of a physically-based model with rapid collision detection and response, as well as wind or liquid drag effects to enhance realism. We demonstrate our approach through a series of examples in VR environments, proving that real-time animation of cloth, even on low-end computers, is now achievable.

