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58
Stable Fluids
, 1999
"... Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit an a ..."
Abstract
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Cited by 359 (7 self)
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Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit an animator to almost effortlessly create interesting, swirling fluid-like behaviors. Also, the interaction of flows with objects and virtual forces is handled elegantly. Until recently, it was believed that physical fluid models were too expensive to allow real-time interaction. This was largely due to the fact that previous models used unstable schemes to solve the physical equations governing a fluid. In this paper, for the first time, we propose an unconditionally stable model which still produces complex fluid-like flows. As well, our method is very easy to implement. The stability of our model allows us to take larger time steps and therefore achieve faster simulations. We have used our model in conjuction with advecting solid textures to create many fluid-like animations interactively in two- and three-dimensions.
Modeling the Motion of a Hot, Turbulent Gas
, 1997
"... This paper describes a new animation technique for modeling the turbulent rotational motion that occurs when a hot gas interacts with solid objects and the surrounding medium. The method is especially useful for scenes involving swirling steam, rolling or billowing smoke, and gusting wind. It can al ..."
Abstract
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Cited by 140 (2 self)
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This paper describes a new animation technique for modeling the turbulent rotational motion that occurs when a hot gas interacts with solid objects and the surrounding medium. The method is especially useful for scenes involving swirling steam, rolling or billowing smoke, and gusting wind. It can also model gas motion due to fans and heat convection. The method combines specialized forms of the equations of motion of a hot gas with an efficient method for solving volumetric differential equations at low resolutions. Particular emphasis is given to issues of computational efficiency and ease-of-use of the method by an animator. We present the details of our model, together with examples illustrating its use.
Turbulent Wind Fields for Gaseous Phenomena
, 1993
"... The realistic depiction of smoke, steam, mist and water reacting to a turbulent field such as wind is an attractive and challenging problem. Its solution requires interlocking models for turbulent fields, gaseous flow, and realistic illumination. We present a model for turbulent wind flow having a d ..."
Abstract
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Cited by 92 (9 self)
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The realistic depiction of smoke, steam, mist and water reacting to a turbulent field such as wind is an attractive and challenging problem. Its solution requires interlocking models for turbulent fields, gaseous flow, and realistic illumination. We present a model for turbulent wind flow having a deterministic component to specify large-scale behaviour, and a stochastic component to model turbulent small-scale behaviour. The small-scale component is generated using space-time Fourier synthesis. Turbulent wind fields can be superposed interactively to create subtle behaviour. An advection-diffusion model is used to animate particle-based gaseous phenomena embedded in a wind field, and we derive an efficient physically-based illumination model for rendering the system. Because the number of particles can be quite large, we present a clustering algorithm for efficient animation and rendering. CR Categories and Subject Descriptors: I.3.7 [Com- puter Graphics]: Three-Dimensional Graphics...
NeuroAnimator: Fast Neural Network Emulation and Control of Physics-Based Models
, 1998
"... Animation through the numerical simulation of physics-based graphics models offers unsurpassed realism, but it can be computationally demanding. Likewise, finding controllers that enable physics-based models to produce desired animations usually entails formidable computational cost. This paper de ..."
Abstract
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Cited by 78 (3 self)
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Animation through the numerical simulation of physics-based graphics models offers unsurpassed realism, but it can be computationally demanding. Likewise, finding controllers that enable physics-based models to produce desired animations usually entails formidable computational cost. This paper demonstrates the possibility of replacing the numerical simulation and control of model dynamics with a dramatically more efficient alternative. In particular, we propose the NeuroAnimator, a novel approach to creating physically realistic animation that exploits neural networks. NeuroAnimators are automatically trained off-line to emulate physical dynamics through the observation of physics-based models in action. Depending on the model, its neural network emulator can yield physically realistic animation one or two orders of magnitude faster than conventional numerical simulation. Furthermore, by exploiting the network structure of the NeuroAnimator, we introduce a fast algorithm for learning controllers that enables either physics-based models or their neural network emulators to synthesize motions satisfying prescribed animation goals. We demonstrate NeuroAnimators for passive and active (actuated) rigid body, articulated, and deformable physics-based models.
Image Based Flow Visualization for Curved Surfaces
"... A new method for the synthesis of dense, vector-field aligned textures on curved surfaces is presented, called IBFVS. The method is based on Image Based Flow Visualization (IBFV). In IBFV twodimensional animated textures are produced by defining each frame of a flow animation as a blend between a wa ..."
Abstract
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Cited by 48 (1 self)
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A new method for the synthesis of dense, vector-field aligned textures on curved surfaces is presented, called IBFVS. The method is based on Image Based Flow Visualization (IBFV). In IBFV twodimensional animated textures are produced by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of filtered white noise images. We produce flow aligned texture on arbitrary three-dimensional triangle meshes in the same spirit as the original method: Texture is generated directly in image space. We show that IBFVS is efficient and effective. High performance (typically fifty frames or more per second) is achieved by exploiting graphics hardware. Also, IBFVS can easily be implemented and a variety of effects can be achieved. Applications are flow visualization and surface rendering. Specifically, we show how to visualize the wind field on the earth and how to render a dirty bronze bunny.
Modeling Animating and Rendering Complex Scenes Using Volumetric Textures
, 1998
"... Complex repetitive scenes containing forests, foliage, grass, hair or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in ..."
Abstract
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Cited by 37 (8 self)
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Complex repetitive scenes containing forests, foliage, grass, hair or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in high-end productions. We describe here how the use of volumetric textures is well suited to such scenes. These primitives can greatly simplify modeling and animation tasks. More importantly, they can be very efficiently rendered using ray tracing with few aliasing artifacts. The main idea, initially introduced by Kajiya and Kay [KK89], is to represent a pattern of 3D geometry in a reference volume that is tiled over an underlying surface much like a regular 2D texture. In our contribution, the mapping is independent of the mesh subdivision, the pattern can contain any kind of shape, and it is pre-filtered at different scales as for MIP-mapping. Although the model encoding is volumetric, the rendering method differs greatly from traditional volume rendering: a volumetric texture only exists in the neighborhood of a surface, and the repeated instances (called texels) of the reference volume are spatially deformed. Furthermore, each voxel of the reference volume contains a key feature which controls the reflectance function, that represents aggregate intra-voxel geometry. This allows for raytracing of highly complex scenes with very few aliasing artifacts, using a single ray per pixel (for the part of the scene using the volumetric texture representation). The major technical considerations of our method lie in the ray-path determination, and in the specification of the reflectance function.
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
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Cited by 33 (0 self)
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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.
Smoke Simulation For Large Scale Phenomena
, 2003
"... In this paper, we present an efficient method for simulating highly detailed large scale participating media such as the nuclear explosions shown in figure 1. We capture this phenomena by simulating the motion of particles in a fluid dynamics generated velocity field. A novel aspect of this paper is ..."
Abstract
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Cited by 32 (7 self)
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In this paper, we present an efficient method for simulating highly detailed large scale participating media such as the nuclear explosions shown in figure 1. We capture this phenomena by simulating the motion of particles in a fluid dynamics generated velocity field. A novel aspect of this paper is the creation of highly detailed threedimensional turbulent velocity fields at interactive rates using a low to moderate amount of memory. The key idea is the combination of two-dimensional high resolution physically based flow fields with a moderate sized three-dimensional Kolmogorov velocity field tiled periodically in space.
Real-Time Fluid Simulation in a Dynamic Virtual Environment
, 1997
"... this article we use the acronym DIS to designate any simulation conducted by distributed computation whose outputs must respond to changed inputs with the same timeliness the modeled system would exhibit ..."
Abstract
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Cited by 28 (0 self)
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this article we use the acronym DIS to designate any simulation conducted by distributed computation whose outputs must respond to changed inputs with the same timeliness the modeled system would exhibit
Animating Sand, Mud, and Snow
, 1998
"... Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model o ..."
Abstract
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Cited by 23 (1 self)
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Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to video footage of human footprints in sand.

