Practical animation of liquids
By Nick Foster, Ronald Fedkiw. 2001
849 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Control and Systems Engineering
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Ronald Fedkiw
- Frank Losasso
- Stanley J. Osher
- Frédéric Gibou
- Andrew Selle
- Nils Thürey
- Yongning Zhu
- Douglas Enright
In Computer Graphics and Computer-Aided Design
- Ronald Fedkiw
- Frank Losasso
- Andrew Selle
- Frédéric Gibou
- Nils Thürey
- Yongning Zhu
- Stanley J. Osher
- Douglas Enright
In Control and Systems Engineering
- Nils Thürey
- Andrew Selle
- Steffen Wiewel
- Moritz Becher
- Frank Losasso
- Ronald Fedkiw
- Yongning Zhu
- Jens Harald Krüger
Citations in the corpus
- Latent Space Physics: Towards Learning the Temporal Evolution of Fluid Flow (2018, methodology): “NS solver [Foster and Metaxas 1996]. After Jos Stam proposed an unconditionally stable advection and time integration scheme [1999], it led to powerful liquid solvers based on the particle level-set [Foster and Fedkiw 2001], in conjunction with accurate free surface boundary conditions [Enright et a”
- Animating sand as a fluid (2005, methodology): “erated from particles, Foster and Fedkiw[ 16 ] incorporated former work into a water”
- A hybrid particle level set method for improved interface capturing (2002, background): “This led to the work in [9] where particles were placed on one side of the interface only, and the local interface curvature was used to indicate which particles should be used to rebuild the level set function.”
- Linear algebra operators for GPU implementation of numerical algorithms (2003, methodology): “…in physics based simulation and modelling, and they have been frequently employed in computer graphics to provide realistic simulation of real-world phenomena [Kaas and Miller 1990; Chen and da Vito-ria Lobo 1995; Foster and Metaxas 1996; Stam 1999; Foster and Fedkiw 2001; Fedkiw et al. 2001].”
- Dynamic Textures (2003, background): “…have been successfully applied] for synthesizing sequences of natural phenomena such as smoke, fire etc. (see for instance Stam and Fiume (1995) and Foster and Fedkiw (2001) and references therein), but also walking gaits (Hodgins and Wooten (1998) and references), and mechanical systems (Barzel…”
- Spatially adaptive techniques for level set methods and incompressible flow (2006, methodology): “These techniques have been used in a number of recent films including mud for " Shrek " [35], liquid terminators in " Terminator 3 " [76], wine in " Pirates of the Carribean " [76], the tar monster in " Scooby Doo 2 " [101], water in " The Day After Tomorrow " [45], the fish bowl in " The Cat and th”
- Motion capture assisted animation: texturing and synthesis (2002, methodology): “These methods have been most useful for animating cloth deformations [7, 20], rigid objects [5, 6, 33], or fluids [21, 22] where the physics of the situation that determines the motion can clearly be specified.”
- Data‐driven projection method in fluid simulation (2016, methodology): “Bridson et al. [5] used PCG method in grid-based fluid simulation, which could greatly reduce the number of iterations while solving large-scale sparse linear equations.”
- Numerical simulation of unsteady multidimensional free surface motions by level set method (2003, methodology): “LSM has been applied widely in incompressible uid mechanics [13, 16–19], detonation shock dynamics [20], combustion [21], solidi cation [22], crystal growth [23], boiling [24], etching and deposition [25], to name just a few applications.”
- Animation and rendering of complex water surfaces (2002, methodology): “Figure 2(c) shows the result obtained with our implementation of the method from [Foster and Fedkiw 2001].”
- CHARMS: a simple framework for adaptive simulation (2002, methodology): “Examples include the simulation of cloth [House and Breen 2000], water [Foster and Fedkiw 2001], human tissue [Wu et al. 2001] and engineering artifacts [Kagan and Fischer 2000], among many others.”
- GPGPU: general purpose computation on graphics hardware (2004, methodology): “…in physics based simulation and modelling, and they have been frequently employed in computer graphics to provide realistic simulation of real-world phenomena [Kaas and Miller 1990; Chen and da Vitoria Lobo 1995; Foster and Metaxas 1996; Stam 1999; Foster and Fedkiw 2001; Fedkiw et al. 2001].”