FLUID SIMULATION
FLUIDSIMULATIONSIGGRAPH 2007 Course NotesRobert Bridson1University of British ColumbiaComputer Science Department201-2366 Main MallVancouver, V6T 1Z4, CanadaMatthias M uller-Fischer2AGEIA PhysXTechnoparkstrasse 18005 Zurich, SwitzerlandAugust 10, DescriptionAnimating fluids like water, smoke, and fire by physics-based SIMULATION is increasingly important in visual effectsand is starting to make an impact in real-time games. This course goes from the basics of 3D FLUID flow to the stateof the art in graphics. We will begin with an intuitive explanation of the important concepts in FLUID SIMULATION ,and as we progress demonstrate how to implement an effective smoke and water SIMULATION system, complete withirregular curved boundaries and surface tension. The last half of the course will cover advanced topics such as fireand explosions, adaptive grid methods, real-time-capable algorithms together with the latest technology in hard-ware acceleration, and non-Newtonian fluids like sand.
physics simulation library for gaming. In 2004, when NovodeX became a subsidiary of AGEIA, he began porting the library to the world’s first Physics Processing Unit developed by AGEIA. He currently works on real-time cloth simulation and fluid rendering.
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