Any modeling scheme for gaseous phenomena in graphics has to capture three aspects: the fuzzy geometry of the gas, the dynamics, characterized by the presence of vortices, and the interaction of light with the gaseous volume. We represent the gaseous volume as a particle system and apply Vortex Elem
Modeling and rendering viscous liquids
β Scribed by Kevin Steele; David Cline; Parris K. Egbert; Jonathan Dinerstein
- Publisher
- John Wiley and Sons
- Year
- 2004
- Tongue
- English
- Weight
- 310 KB
- Volume
- 15
- Category
- Article
- ISSN
- 1546-4261
- DOI
- 10.1002/cav.20
No coin nor oath required. For personal study only.
β¦ Synopsis
Abstract
We present a particleβbased algorithm for modeling highly viscous liquids. Using a numerical timeβintegration of particle acceleration and velocity, we apply external forces to particles and use a convenient organization, the adhesion matrix, to represent forces between different types of liquids and objects. Viscosity is handled by performing a momentum exchange between particle pairs such that momentum is conserved. Volume is maintained by iteratively adjusting particle positions after each time step. We use a twoβtiered approach to time stepping that allows particle positions to be updated many times per frame while expensive operations, such as calculating viscosity and adhesion, are done only a few times per frame. The liquid is rendered using an implicit surface polygonization algorithm, and we present an implicit function that convolves the liquid surface with a Gaussian function, yielding a smooth liquid skin. Copyright Β© 2004 John Wiley & Sons, Ltd.
π SIMILAR VOLUMES