Friday, February 8, 2008

Fluid Simulation Basics

For Tuesday Feb 12th:

Read ch. 1-2 of Robert Bridson and Matthias Müller-Fischer. (2007). Fluid Simulation for Computer Animation. ACM SIGGRAPH Course. Related site.

J. F. O'Brien and J. K. Hodgins. (1995). Dynamic Simulation of Splashing Fluids. Proc. ACM Computer Animation, 198-205.


Unknown said...

Fluid Simulation (the shorter paper):
Perhaps it is just a primitive renderer (1995 after all), but I am not convinced by their picture results. For the very bottom, the left sequence doesn't appear to be matched very well as far as stages of the splash to begin with. The rendered splash's water beads are too big and perfectly round. There doesn't seem to be any "stretch and break" like you expect from a water bead breaking about from the crowd. The ripples look gigantic and the rest of the water seems too undisturbed to me. I think an actual video would be extremely helpful to fully evaluate what they're doing here. Fig. 5 seems to be a much better result, why does it look so different?

Although the physics behind the system doesn't interest me all that much, I do like their idea of columns or vertical pipes with smaller connectors between them. It seems like a good discrete approximation to a continous function.

Fluid Simulation (the longer paper):
I gave this a shot but I'm afraid I'm not going to have enough time to parse this entire document to comment on it now. I'll add my thoughts tomorrow hopefully.