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dc.contributor.authorAlduán, Ivánen_US
dc.contributor.authorTena, Angelen_US
dc.contributor.authorOtaduy, Miguel A.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2018-01-10T07:42:33Z
dc.date.available2018-01-10T07:42:33Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12992
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf12992
dc.description.abstractMany impressive fluid simulation methods have been presented in research papers before. These papers typically focus on demonstrating particular innovative features, but they do not meet in a comprehensive manner the production demands of actual VFX pipelines. VFX artists seek methods that are flexible, efficient, robust and scalable, and these goals often conflict with each other. In this paper, we present a multi‐phase particle‐based fluid simulation framework, based on the well‐known Position‐Based Fluids (PBF) method, designed to address VFX production demands. Our simulation framework handles multi‐phase interactions robustly thanks to a modified constraint formulation for density contrast PBF. And, it also supports the interaction of fluids sampled at different resolutions. We put special care on data structure design and implementation details. Our framework highlights cache‐efficient GPU‐friendly data structures, an improved spatial voxelization technique based on Z‐index sorting, tuned‐up simulation algorithms and two‐way‐coupled collision handling based on VDB fields. Altogether, our fluid simulation framework empowers artists with the efficiency, scalability and versatility needed for simulating very diverse scenes and effects.Many impressive fluid simulation methods have been presented in research papers before. These papers typically focus on demonstrating particular innovative features, but they do not meet in a comprehensive manner the production demands of actual VFX pipelines. VFX artists seek methods that are flexible, efficient, robust and scalable, and these goals often conflict with each other. In this paper, we present a multi‐phase particle‐based fluid simulation framework, based on the well‐known Position‐Based Fluids (PBF) method, designed to address VFX production demands.en_US
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectfluid modelling
dc.subjectanimation
dc.subjectI.3.3 [Computer Graphics]: Computational Geometry and Object Modelling‐ Physically based modelling
dc.titleDYVERSO: A Versatile Multi‐Phase Position‐Based Fluids Solution for VFXen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume36
dc.description.number8
dc.identifier.doi10.1111/cgf.12992
dc.identifier.pages32-44


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