Physics-Inspired Topology Changes for Thin Fluid Features

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Uploaded by on May 16, 2010

SIGGRAPH 2010 paper: Physics-Inspired Topology Changes for Thin Fluid Features
Chris Wojtan, Nils Thürey, Markus Gross, and Greg Turk

Abstract: We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace traditional re-sampling methods with a convex hull method for connecting surface features during topological changes. This technique permits arbitrarily thin fluid features with minimal re-sampling errors by reusing points from the original surface. We further reduce re-sampling artifacts with a subdivision-based mesh-stitching algorithm, and we use a higher order interpolating subdivision scheme to determine the location of any newly-created vertices. The resulting algorithm efficiently produces detailed fluid surfaces with arbitrarily thin features while maintaining a consistent topology with the underlying fluid simulation.

Paper PDF: http://www.cc.gatech.edu/~wojtan/thin_fluid_features/thin_fluid_features.pdf

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Science & Technology

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All Comments (20)

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  • I can't wait until we get this level of quality in video games.

  • @MightyCobraAttack It's precomputed.

    (at the moment it's slow, but it will get faster)

  • Is this realtime or precomputed? It looks amazing, btw.

  • It looks pretty stylized, but not in a bad way. It's sort of a "We want it to look believable, but not hyperrealistic" way.

  • WOW !

  • best fuild render ever!

  • Really nice results, it does however seem to fill in any empty space in the fluid like the sheeter deamon in Realflow. Maybe this was intended in the simulation. None the less great job, this could make a shot where traditional meshing just gives blobby uglyness.

  • really wish i knew how to work with particle effects

  • simply amazing

  • @cupidlsu until then

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