Real-time Interactive Simulation of Smoke Using Discrete Integrable Vortex Filaments (English)

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We present a fluid solver for the real-time interactive simulation of inviscid, ideal fluid flow. The simulation is based on the evolution of discrete vortex filaments, which allow a dramatic increase of detail and performance compared to traditional methods used in Computer Graphics. As a fully lagrangian method the simulation is not restricted to a fixed domain and does not suffer from numerical dissipation. Vortex filaments arise naturally in real flows and thus provide an excellent building block for modelling realistic smoke. We present a GPU-based implementation which allows the interactive experimentation with 3D fluid flow on desktop computers and also in distributed immersive virtual environments.

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    Real-time Interactive Simulation of Smoke Using Discrete Integrable Vortex Filaments
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  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
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  • Size:
    10 pages
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  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
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Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

Real-time Interactive Simulation of Smoke Using Discrete Integrable Vortex Filaments
Weißmann, Steffen / Pinkall, Ulrich | 2009
Smoke Simulation for Fire Engineering using a Multigrid Method on Graphics Hardware
Glimberg, Stefan L. / Erleben, Kenny / Bennetsen, Jens C. | 2009
Soil Deformation Models for Real-Time Simulation: A Hybrid Approach
Holz, Daniel / Beer, Thomas / Kuhlen, Torsten | 2009
Simulating Almost Incompressible Deformable Objects
Diziol, Raphael / Bayer, Daniel / Bender, Jan | 2009
Hair, Cloth and Soft Tissues: The Influence of Mechanical Properties on the Real-Time Dynamics of Deformable Objects
Magnenat-Thalmann, Nadia / Bonanni, Ugo / Volino, P. / Assassi, L. | 2009
Space Foosball: Coupling Tangible Interfaces with a Real-time Game Physics Engine
Bang, Hyunwoo / Heo, Yunsil / Kim, Jinwook / Kim, Young J. | 2009
An Application of Photo RealisticWater Surface Interaction Using Mixed Reality
Tawara, Takehiro / Ono, Kenji | 2009
A Sub-world Coupling Scheme for Haptic Rendering of Physically-based Rigid Bodies Simulation
Glondu, Loeiz / Marchal, Maud / Dumont, Georges | 2009
Interactive Inverse Kinematics for Human Motion Estimation
Engell-Nørregård, Morten / Hauberg, Søren / Lapuyade, Jerome / Erleben, Kenny / Pedersen, Kim Steenstrup | 2009
Design of Dynamical Stability Properties in Character Animation
Park, Aee-Ni / Mukovskiy, Albert / Slotine, Jean-Jacques E. / Giese, Martin A. | 2009
Neighboring-based Linear System for Dynamic Meshes
Serna, Sebastian Pena / Silva, Joao Goncalo Botica Ribeiro da / Stork, Andre / Marcos, Aderito Fernandes | 2009
Nonsmooth Newton Method for Fischer Function Reformulation of Contact Force Problems for Interactive Rigid Body Simulation
Silcowitz, Morten / Niebe, Sarah / Erleben, Kenny | 2009
GPU Accelerated Tandem Traversal of Blocked Bounding Volume Hierarchy Collision Detection for Multibody Dynamics
Damkjær, Jesper / Erleben, Kenny | 2009
Optimized Impulse-Based Dynamic Simulation
Bayer, Daniel / Diziol, Raphael / Bender, Jan | 2009
Friction Handling for Penalty-Based Methods
Lazarevych, Olexiy / Spillmann, Jonas / Renner, Christoph / Szekely, Gabor / Harders, Matthias | 2009