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Journal ArticleDOI

Realistic animation of liquids

Nick Foster, +1 more
- Vol. 58, Iss: 5, pp 204-212
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TLDR
This approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior based on the Navier–Stokes equations which couple momentum and mass conservation to completely describe fluid motion.
Abstract
We present a comprehensive methodology for realistically animating liquid phenomena Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior It is based on the Navier–Stokes equations which couple momentum and mass conservation to completely describe fluid motion Our starting point is an environment containing an arbitrary distribution of fluid, and submerged or semisubmerged obstacles Velocity and pressure are defined everywhere within this environment and updated using a set of finite difference expressions The resulting vector and scalar fields are used to drive a height field equation representing the liquid surface The nature of the coupling between obstacles in the environment and free variables allows for the simulation of a wide range of effects that were not possible with previous computer graphics fluid models Wave effects such as reflection, refraction, and diffraction, as well as rotational effects such as eddies, vorticity, and splashing are a natural consequence of solving the system In addition, the Lagrange equations of motion are used to place buoyant dynamic objects into a scene and track the position of spray and foam during the animation process Typical disadvantages to dynamic simulations such as poor scalability and lack of control are addressed by assuming that stationary obstacles align with grid cells during the finite difference discretization, and by appending terms to the Navier–Stokes equations to include forcing functions Free surfaces in our system are represented as either a collection of massless particles in 2D, or a height field which is suitable for many of the water rendering algorithms presented by researchers in recent years

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References
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Journal ArticleDOI

Numerical Calculation of Time‐Dependent Viscous Incompressible Flow of Fluid with Free Surface

TL;DR: In this paper, a new technique is described for the numerical investigation of the time-dependent flow of an incompressible fluid, the boundary of which is partially confined and partially free The full Navier-Stokes equations are written in finite-difference form, and the solution is accomplished by finite-time step advancement.
Book

Computational techniques for fluid dynamics

TL;DR: In this article, the dynamique des : fluides, equations : differentielles, analyse, elements : finis, stabilite, stationnaire, mathematiques, methodes, numeriques, etc.
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A Reflectance Model for Computer Graphics

TL;DR: In this article, the spectral energy distribution of the reflected light from an object made of a specific real material is obtained and a procedure for accurately reproducing the color associated with the spectrum is discussed.
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A simple model of ocean waves

TL;DR: A simple model suitable for the modeling and rendering of most common waves where the disturbing force is from the wind and the restoring force from gravity, based on the Gerstner, or Rankine, model.
Proceedings ArticleDOI

Rapid, stable fluid dynamics for computer graphics

TL;DR: A new method for animating water based on a simple, rapid and stable solution of a set of partial differential equations resulting from an approximation to the shallow water equations, which can generate the effects of wave refraction with depth.