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Simulation of smoke based on vortex filament primitives
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Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
Los Angeles, California
SESSION: Natural phenomena table of contents
Pages: 87 - 96  
Year of Publication: 2005
ISBN:1-7695-2270-X
Authors
Alexis Angelidis  University of Otago
Fabrice Neyret  GRAVIR/IMAG-INRIA
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

We describe a method that permits the high performance simulation of fluid phenomena such as smoke, with high-level control for the artist. Our key primitives are vortex filament and vortex ring: vorticity defines a flow as well as velocity does, and for numerous interesting flows such as smoke or explosions this information is very compact and tightly linked to the visual features of the fluid. We treat these vortices as ID Lagrangian primitives (i.e. connected particles), which permit unbounded fluids and very accurate positioning of the features. The simulation passive density particles for rendering is totally independent of the fluid animation itself. Thus, the animation can be efficiently simulated, edited and even stored, while the fluid resolution used for rendering can be arbitrarily high. We aim at plausible fluids rather than physical accuracy. For efficiency and stability, we introduce a new formalization of the Biot-Savart law and a modified Biot-Savart Kernel. Our model also introduces a hierarchical filament structure for animation LOD, turbulent noise, and an original scheme for density particles.


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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CITED BY  8
 
 
 
 
Collaborative Colleagues:
Alexis Angelidis: colleagues
Fabrice Neyret: colleagues