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Practical animation of liquids (1996)

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by Nick Foster , Dimitri Metaxas
Venue:Graphical Models and Image Processing
Citations:444 - 26 self
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BibTeX

@INPROCEEDINGS{Foster96practicalanimation,
    author = {Nick Foster and Dimitri Metaxas},
    title = {Practical animation of liquids},
    booktitle = {Graphical Models and Image Processing},
    year = {1996},
    pages = {23--30}
}

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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 semi-submerged 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.

Keyphrases

practical animation    navier-stokes equation    height field    liquid surface    forcing function    fluid motion    computer graphic technique    wide range    rotational effect    animation process    lagrange equation    approach unifies    buoyant dynamic object    free surface    liquid phenomenon    massless particle    arbitrary distribution    mass conservation    poor scalability    scalar field    semi-submerged obstacle    grid cell    typical disadvantage    finite difference expression    finite difference discretization    free variable    recent year    comprehensive methodology    complex behavior    stationary obstacle    natural consequence    height field equation    previous computer-graphics fluid model   

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