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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
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