Eurographics/siggraph Symposium on Computer Animation (2003) Particle-based Fluid Simulation for Interactive Applications
By D. Breen, M. Lin, Matthias Müller, David Charypar, Markus H. Gross
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Citations in the corpus
- The PARSEC benchmark suite: Characterization and architectural implications (2008, methodology): “fluid animate This Intel RMS application uses an extension of the Smoothed Particle Hydrodynamics (SPH) method to simulate an incompressible fluid for interactive animation purposes [19].”
- To appear in the ACM SIGGRAPH conference proceedings Modular Bases for Fluid Dynamics (unknown): “…such as vortex methods [Angelidis and Neyret 2005; Angelidis et al. 2006; Park and Kim 2005; Selle et al. 2005] and smoothed particle hydrodynamics [Müller et al. 2003; Zhu and Bridson 2005; Keiser et al. 2005; Adams et al. 2007] do not depend on grid resolution, but the effective resolution of…”
- Thin-film smoothed particle hydrodynamics fluid (2021, unknown): “The simplicity and high parallelizability make SPH useful for interactive fluid simulation [Müller et al. 2003], and can readily operate in conjunction with other fluid simulation algorithms [Band et al. 2018; Cornelis et al. 2014; Ihmsen et al. 2013].”
- Reasoning About Liquids via Closed-Loop Simulation (2017, methodology): “They are commonly used to model fluid flow in areas such as mechanical and aerospace engineering [9], and to model liquid surfaces in computer graphics [2, 6, 17].”
- Coupling water and smoke to thin deformable and rigid shells (2005, methodology): “SPH models for water were considered in [Premoze et al. 2003; Muller et al. 2003], and methods of this type were coupled to deformable solids in [Muller et al.”
- Benchmarking modern multiprocessors (2011, methodology): “This Intel RMS application uses an extension of the Smoothed Particle Hydrodynamics (SPH) method to simulate an incompressible fluid for interactive animation purposes [64].”
- A moving least squares material point method with displacement discontinuity and two-way rigid body coupling (2018, methodology): “Traditional Smoothed Particle Hydrodynamics (SPH) [Müller et al. 2003] provides very limited control over solid boundaries.”
- Leveraging multiple simulators for crossing the reality gap (2012, methodology): “…= read sonar while dist> MAXIMUM //do pid speed = PID(dist - DESIRED,dt) //right motor right_speed = motor_speed+speed right_speed = clamp(right_speed,1,-1) drive_starboard(right_speed) //left motor left_speed = motor_speed-speed left_speed = clamp(left_speed,1,-1) drive_portside(left_speed) wait”
- Data-driven fluid simulations using regression forests (2015, methodology): “The viscosity term in SPH is approximated as in [M¨uller et al. 2003]: The corresponding integral viscosity feature (2) for any ∇ 2 W ( .”
- Global, Dense Multiscale Reconstruction for a Billion Points (2015, background): “2 shows an example of a quadtree before (a) and after balancing (b).”
- Data‐driven projection method in fluid simulation (2016, methodology): “Compared with Lagrangian methods [1], Eulerian methods are more stable and more accurate to reconstruct and render the fluid surface.”
- Predictive-corrective incompressible SPH (2009, methodology): “The EOS-based SPH with low stiffness according to [Desbrun and Cani 1996] was used in a series of papers to simulate water [Müller et al. 2003; Adams et al. 2007], multiple fluids [Müller et al. 2005; Solenthaler and Pajarola 2008], fluidsolid coupling [Müller et al. 2004b; Lenaerts et al. 2008],…”
- A multi-scale model for simulating liquid-hair interactions (2017, methodology): “Recent techniques for animating fluid-hair interactions have instead built on the smoothed particle hydrodynamics (SPH) family of methods [Ihmsen et al. 2014; Monaghan 1994; Müller et al. 2003].”
- Unified particle physics for real-time applications (2014, methodology): “…xs we use the following weighted averaging over fluid particles: v(xs) = ∑ j vjW (xs − xj)∑ jW (xs − xj) (28) whereW (x) is any symmetric kernel function, e.g. the cubic Poly6 kernel given in [Müller et al. 2003], and vj is the velocity of a fluid particle which overlaps the sampling location.”