A Mesh-Particle Model for Fluid Animation
Abstract
We use our adapted versions of the two most used methods in Computer Fluid Animation, Marker and Cell and Smoothed Particle Hydrodynamics, to develop a new method taking advantage of the calculation speed of the first and the great level of detail and controllability of the second. Such a method is very useful in animations with a great volume of fluid where the events needing high-level detail take place on the surface. Finally, we present some simulation examples made with this new method.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:siacg:siacg06:013-020,
booktitle = {SIACG 2006: Ibero-American Symposium in Computer Graphics},
editor = {Pere Brunet and Nuno Correia and Gladimir Baranoski},
title = {{A Mesh-Particle Model for Fluid Animation}},
author = {Suárez, Nuria and Susín, Antonio},
year = {2006},
publisher = {The Eurographics Association},
ISBN = {3-905673-60-6},
DOI = {10.2312/LocalChapterEvents/siacg/siacg06/013-020}
}
booktitle = {SIACG 2006: Ibero-American Symposium in Computer Graphics},
editor = {Pere Brunet and Nuno Correia and Gladimir Baranoski},
title = {{A Mesh-Particle Model for Fluid Animation}},
author = {Suárez, Nuria and Susín, Antonio},
year = {2006},
publisher = {The Eurographics Association},
ISBN = {3-905673-60-6},
DOI = {10.2312/LocalChapterEvents/siacg/siacg06/013-020}
}