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Rigid fluid: animating the interplay between rigid bodies and fluid
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Source ACM Transactions on Graphics (TOG) archive
Volume 23 ,  Issue 3  (August 2004) table of contents
Proceedings of ACM SIGGRAPH 2004
SESSION: Dynamics & modeling table of contents
Pages: 377 - 384  
Year of Publication: 2004
ISSN:0730-0301
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Authors
Mark Carlson  Georgia Institute of Technology
Peter J. Mucha  Georgia Institute of Technology
Greg Turk  Georgia Institute of Technology
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 23,   Downloads (12 Months): 208,   Citation Count: 26
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ABSTRACT

We present the Rigid Fluid method, a technique for animating the interplay between rigid bodies and viscous incompressible fluid with free surfaces. We use distributed Lagrange multipliers to ensure two-way coupling that generates realistic motion for both the solid objects and the fluid as they interact with one another. We call our method the rigid fluid method because the simulator treats the rigid objects as if they were made of fluid. The rigidity of such an object is maintained by identifying the region of the velocity field that is inside the object and constraining those velocities to be rigid body motion. The rigid fluid method is straightforward to implement, incurs very little computational overhead, and can be added as a bridge between current fluid simulators and rigid body solvers. Many solid objects of different densities (e.g., wood or lead) can be combined in the same animation.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Mark Carlson: colleagues
Peter J. Mucha: colleagues
Greg Turk: colleagues