Combining high-resolution level set surface tracking with lower resolution physics is an inexpensive method for achieving highly detailed liquid animations. Unfortunately, the inherent resolution mismatch introduces several types of disturbing visual artifacts. We identify the primary sources of these artifacts and present simple, efficient, and practical solutions to address them. First, we propose an unconditionally stable filtering method that selectively removes sub-grid surface artifacts not seen by the fluid physics, while preserving fine detail in dynamic splashing regions. It provides comparable results to recent error-correction techniques at lower cost, without substepping, and with better scaling behavior. Second, we show how a m...
© Tyson Brochu, Christopher Batty & Robert Bridson | ACM 2010. This is the author's version of the w...
During the past decade, we have seen a rapid escalation in the amount and scope of computerized visu...
Animating detailed liquid surfaces has always been a challenge for computer graphics researchers and...
Combining high-resolution level set surface tracking with lower resolution physics is an inexpensive...
Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tr...
The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with ...
This thesis focuses on improving and extending the available toolset for Eulerian, i.e. grid based, ...
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical ...
Figure 1: Our method can efficiently compute a coarse pressure solve for high-resolution liquid simu...
This work presents a method for efficiently simplifying the pressure projection step in a liquid sim...
We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivi...
Figure 1: Our adaptive simulation framework allows us to efficiently simulate highly detailed splash...
Interface advection methods are important tools with applications in computer graphics and computer ...
Particle simulations as well as geometric modeling techniques have demonstrated their ability to pro...
International audienceThis paper proposes a method for simulating liquids in large bodies of water b...
© Tyson Brochu, Christopher Batty & Robert Bridson | ACM 2010. This is the author's version of the w...
During the past decade, we have seen a rapid escalation in the amount and scope of computerized visu...
Animating detailed liquid surfaces has always been a challenge for computer graphics researchers and...
Combining high-resolution level set surface tracking with lower resolution physics is an inexpensive...
Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tr...
The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with ...
This thesis focuses on improving and extending the available toolset for Eulerian, i.e. grid based, ...
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical ...
Figure 1: Our method can efficiently compute a coarse pressure solve for high-resolution liquid simu...
This work presents a method for efficiently simplifying the pressure projection step in a liquid sim...
We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivi...
Figure 1: Our adaptive simulation framework allows us to efficiently simulate highly detailed splash...
Interface advection methods are important tools with applications in computer graphics and computer ...
Particle simulations as well as geometric modeling techniques have demonstrated their ability to pro...
International audienceThis paper proposes a method for simulating liquids in large bodies of water b...
© Tyson Brochu, Christopher Batty & Robert Bridson | ACM 2010. This is the author's version of the w...
During the past decade, we have seen a rapid escalation in the amount and scope of computerized visu...
Animating detailed liquid surfaces has always been a challenge for computer graphics researchers and...