1 Basic Concepts of Visual Effects |
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1 | (26) |
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1.1.1 Eulerian Method for Water and Bubbles |
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2 | (3) |
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1.1.2 Hybrid Method for Water and Bubbles |
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5 | (3) |
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1.1.3 High-Order Surface Tracking |
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8 | (1) |
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1.1.4 Miscible Multiphase Fluids |
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9 | (2) |
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11 | (4) |
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1.2.1 Animating Smoke with Dynamic Balance |
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12 | (1) |
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1.2.2 Procedural Synthesis Using Vortex Particle Method |
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13 | (2) |
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15 | (2) |
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17 | (8) |
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18 | (1) |
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19 | (3) |
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1.4.3 Target Driven Animation |
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22 | (3) |
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25 | (2) |
2 Water and Bubbles |
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27 | (62) |
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2.1 Animation of Bubbles in Liquid |
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27 | (16) |
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27 | (2) |
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29 | (2) |
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31 | (2) |
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2.1.4 Simulation of Multiphase Flows |
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33 | (6) |
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39 | (1) |
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2.1.6 Results and Discussion |
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40 | (3) |
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2.1.7 Conclusion and Future Work |
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43 | (1) |
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43 | (12) |
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43 | (1) |
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44 | (2) |
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2.2.3 Overview of Navier Stokes Simulation |
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46 | (1) |
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2.2.4 Discontinuous Interfacial Dynamics |
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47 | (5) |
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52 | (2) |
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54 | (1) |
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55 | (7) |
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56 | (2) |
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58 | (3) |
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61 | (1) |
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61 | (1) |
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2.4 Hybrid Simulation of Miscible Mixing with Viscous Fingering |
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62 | (13) |
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62 | (1) |
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63 | (1) |
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2.4.3 Modeling Miscible Fluids with Multiple Level-Sets |
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64 | (1) |
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2.4.4 Basic Fluids Simulation |
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65 | (2) |
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67 | (1) |
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2.4.6 Chemical Mass Transfer |
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68 | (1) |
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69 | (4) |
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73 | (1) |
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74 | (1) |
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2.5 Anisotropic Particle Level-Set Method for Multiphase Fluid |
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75 | (9) |
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76 | (1) |
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76 | (1) |
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2.5.3 Particle Level-Set Method (PLS) |
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77 | (1) |
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2.5.4 Anisotropic Particle Level-Set Method (APLS) |
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78 | (3) |
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81 | (3) |
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2.5.6 Conclusion and Future Work |
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84 | (1) |
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84 | (5) |
3 Smoke |
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89 | (22) |
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3.1 Animating Smoke with Dynamic Balance |
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89 | (11) |
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89 | (2) |
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91 | (1) |
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3.1.3 Computing Errors in the Advection Term |
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92 | (2) |
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3.1.4 Vortex Advection Based on Vorticity Confinement |
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94 | (2) |
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96 | (1) |
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3.1.6 Results and Discussion |
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97 | (2) |
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99 | (1) |
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3.2 Procedural Synthesis Using Vortex Particle Method for Fluid Simulation |
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100 | (9) |
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101 | (1) |
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102 | (1) |
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3.2.3 High-Resolution Fluid Synthesis |
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103 | (3) |
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106 | (2) |
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3.2.5 Conclusions and Future Work |
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108 | (1) |
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109 | (2) |
4 Fire and Ice |
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111 | (52) |
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4.1 Shrinkage, Wrinkling, and Ablation of Burning Cloth and Paper |
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111 | (18) |
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111 | (2) |
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113 | (1) |
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4.1.3 The Shell Configuration |
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114 | (3) |
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4.1.4 Simulation Overview |
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117 | (1) |
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117 | (2) |
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4.1.6 Adjusting Target Lengths and Remeshing |
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119 | (2) |
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121 | (4) |
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125 | (4) |
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129 | (1) |
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4.2 Combustion Waves on the Point Set Surface |
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129 | (17) |
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130 | (1) |
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131 | (1) |
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132 | (9) |
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141 | (5) |
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146 | (1) |
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4.3 A Particle-Grid Method for Opaque Ice Formation |
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146 | (12) |
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146 | (1) |
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147 | (1) |
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148 | (1) |
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4.3.4 Simulation of Freezing Ice |
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149 | (5) |
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4.3.5 Results and Discussion |
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154 | (4) |
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4.3.6 Conclusion and Future Work |
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158 | (1) |
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158 | (5) |
5 Fluid Interaction |
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163 | (38) |
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5.1 Solid-Fluid Collision Detection |
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163 | (13) |
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5.1.1 Fast Coupling for Particle-Based Simulation with Motions |
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163 | (13) |
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5.2 Controlling Fluid Animation |
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176 | (22) |
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5.2.1 Interchangeable SPH and Level-Set Method in Multiple Fluids |
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176 | (7) |
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5.2.2 Simulation of Swirling Bubbly Water Using Bubble Particles |
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183 | (7) |
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5.2.3 Controlling Shapes of Air Bubbles in a Multiphase Fluid Simulation |
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190 | (8) |
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198 | (3) |
6 Real-Time Visual Effects Programming |
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201 | (10) |
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6.1 GPU Programming: CUDA |
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201 | (3) |
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6.1.1 Introduction to CUDA |
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201 | (1) |
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6.1.2 Installation and Setup |
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202 | (2) |
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6.1.3 Structure of CUDA Functions |
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204 | (1) |
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6.2 Real-Time Fluid Programming |
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204 | (6) |
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6.2.1 Position-Based Fluid |
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204 | (1) |
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6.2.2 Data Structure for Vectors |
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205 | (1) |
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205 | (2) |
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6.2.4 Simulation Programming |
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207 | (2) |
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6.2.5 Visualization Programming |
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209 | (1) |
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210 | (1) |
Appendix A: Data Structure for SDF |
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211 | (8) |
Appendix B: Surface Tracking |
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219 | (4) |
Appendix C: Rendering |
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