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标题: [ SIGGRAPH 2011+Technical Papers ] Fluid Simulation [打印本页]

作者: 铁锹    时间: 2011-9-13 14:10
标题: [ SIGGRAPH 2011+Technical Papers ] Fluid Simulation


Fluid Simulation

Wednesday, 10 August 3:45 pm - 5:35 pm | East Building, Exhibit Hall A

Session Chair: Nils Thuerey, Scanline VFX






Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid
A new real-time Eulerian fluid simulation that uses a hybrid grid of regular cubic cells on top of a layer of tall cells above an arbitrary terrain. The method includes a novel multigrid method and several fluid solver modifications, and achieves 30fps in real-world scenarios on a modern GPU.
Nuttapong Chentanez

NVIDIA PhysX Research
Matthias Müller-Fischer

NVIDIA PhysX Research




Two-Scale Particle Simulation
A two-scale method for particle-based fluids that allocates computing resources to regions of the fluid w***plex flow behavior emerges. This method produces similar surface details as the single-resolution simulation while improving the efficiency.
Barbara Solenthaler

ETH Zürich
Markus Gross

ETH Zürich




A PML-Based Nonreflective Boundary for Free Surface Fluid Animation
This paper presents a method for achieving non-reflecting boundaries when animating free surface fluids. The boundaries are based on the perfectly matched layer (PML) approach and are intended to allow localized high-quality simulations of large fluid domains such as oceans.
Andreas Söderström

Linköpings universitet
Matts Karlsson

Linköpings universitet
Ken Museth

DreamWorks Animation




Guide Shapes for High-Resolution Naturalistic Liquid Simulation
To efficiently obtain natural-looking liquid simulations subject to art direction, this method processes approved low-resolution geometry into a "guide shape" just below the liquid surface. The final high-resolution simulation***ns just a surface layer constrained by the guide, with benefits for both speed and control.
Michael Nielsen

Weta Digital Ltd
Robert Bridson

University of British Columbia and Weta Digital Ltd




Animating Fire With Sound
A technique for synthesizing synchronized sounds for physically based fire animations. A hybrid method simulates low-frequency flame sounds using a physics-based approach, and then uses bandwidth extension and sound-texture synthesis to synthesize fiery high-frequency details.
Jeffrey Chadwick

Cornell University
Doug James

Cornell University





作者: 菜刀吻电线    时间: 2012-2-4 23:20
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作者: 晃晃    时间: 2012-2-7 23:24
跑着去顶朋友滴铁

作者: 菜刀吻电线    时间: 2012-3-3 23:19
先顶上去,偶要高亮加精鸟!

作者: 菜刀吻电线    时间: 2012-3-17 23:20
读铁系缘分,顶铁系友情

作者: 奇    时间: 2012-3-29 23:22
我看看就走,你们聊!

作者: 晃晃    时间: 2012-4-1 23:31
佩服,好多阿 ,哈哈

作者: 晃晃    时间: 2012-4-13 23:21
呵呵,真得不错哦!!

作者: 菜刀吻电线    时间: 2012-5-25 23:25
非常感谢,管理员设置了需要对新回复进行审核,您的帖子通过审核后将被显示出来,现在将转入主题

作者: 菜刀吻电线    时间: 2012-7-24 23:21
水……生命之源……灌……

作者: 奇    时间: 2012-9-4 23:19
先垫一块,再说鸟

作者: 菜刀吻电线    时间: 2012-9-28 23:20
无聊时可以刷屏幕 灌水 也可以试试 帖子的标题究竟可以写多长

作者: 晃晃    时间: 2012-10-8 23:18
很经典,很实用,学习了!

作者: 奇    时间: 2013-1-25 12:54
再看一看,再顶楼主





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