Heat Transfer Simulation for Modeling Realistic Winter Sceneries

This paper presents a physically based method for simulating the heat transfers between the different environmental elements to synthesize realistic winter sceneries. We simulate the snow fall over the ground, as well as the conductive, convective and radiative thermal transfers using a finite volume method according to the variations of air and dew point temperatures, […]

Eurographics 2010 Papers

Ke-Sen’s list of Eurographics 2010 papers is filling out, and the full list is here. The physics-related subset: A Hybrid Approach to Multiple Fluid Simulation Using Volume Fractions Improved Variational Guiding of Smoke Animations Heat Transfer Simulation for Modeling Realistic Winter Scenes Hybrid Simulation of Miscible Mixing with Viscous Fingering Tetrahedral Embedded Boundary Methods for […]

A Hybrid Approach to Multiple Fluid Simulation Using Volume Fractions

This paper presents a hybrid approach to multiple fluid simulation that can handle miscible and immiscible fluids, simultaneously. We combine distance functions and volume fractions to capture not only the discontinuous interface between immiscible fluids but also the smooth transition between miscible fluids. Our approach consists of four steps: velocity field computation, volume fraction advection, […]

Interactive Fluid-Particle Simulation using Translating Eulerian Grids

We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPU-accelerated Eulerian fluid solver that is suited for real-time use because it is unconditionally stable, takes constant calculation time per frame, and provides good visual fidelity. We dynamically translate the fluid simulation domain to track a user-controlled object. […]

Energy Stability and Fracture for Frame Rate Rigid Body Simulations

Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major stumbling block in utilizing these visual effects algorithms for real-time simulation is their computational intensity. Physics engines struggle to fully exploit […]

Thesis: Practical Water Animation Using Physics and Image Based Methods

Huamin Wang’s PhD thesis on liquid animation is available here: Practical Water Animation Using Physics and Image Based Methods

Skipping Steps in Deformable Simulation with Online Model Reduction

Finite element simulations of nonlinear deformable models are computationally costly, routinely taking hours or days to compute the motion of detailed meshes. Dimensional model reduction can make simulations orders of magnitude faster, but is unsuitable for general deformable body simulations because it requires expensive precomputations, and it can suppress motion that lies outside the span […]

Synthetic Turbulence using Artificial Boundary Layers

Turbulent vortices in fluid flows are crucial for a visually interesting appearance. Although there has been a significant amount of work on turbulence in graphics recently, these algorithms rely on the underlying simulation to resolve the flow around objects. We build upon work from classical fluid mechanics to design an algorithm that allows us to […]

Motion Field Texture Synthesis

A variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationally. Due to the repetitive nature, some of these motion fields (e.g. turbulence in fluids) could be synthesized by procedural […]

Stretching and Wiggling Liquids

This paper presents a novel framework for simulating the stretching and wiggling of liquids. We demonstrate that complex phase-interface dynamics can be effectively simulated by introducing the Eulerian vortex sheet method, which focuses on the vorticity at the interface (rather than the whole domain). We extend this model to provide user control for the production […]