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Interactive Fluid Motion for Particle Systems

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Uploaded by on Jan 19, 2009

Fluids for visual effects in interactive simulations such as video games prioritize speed and aesthetics. A suitable model for interactive applications must run fast, include artist-friendly control and interact with an unpredictable dynamic environment. This article presents a fast new algorithm that imparts fluid-like motion to particle systems and allows the fluid to interact with rigid bodies. A new nearest-neighbor tracking algorithm dynamically seeks the closest neighbors for each particle that are used to compute local interactions between vortex particles (vortons). For far-field interactions, the algorithm exploits the nearest-neighbor information to construct a hierarchical spatial partition to aggregate the influences of multiple distance vortices into a small number of super-vortons that influence all vortons. Vorton simulation combines with traditional particle system operations to provide visual effects authors with a familiar context and toolset with the additional ability to create steerable, fluid-like motion.

See more of my work at http://www.mijagourlay.com/

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  • That tech would be sweet for driving a zombie horde

  • Awesome, is there a demo or something?...

    This is a real advance, because the most of the apps use the GPU, and you have to have a GTX to get 60 FPS :s ...

    I don´t know if it is possible yet, but it would be awesome to use the CPU and the GPU at the same time...

  • what does it taste like??

  • hey, this looks pretty cool. where can i find the paper for this?

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