Animating sand as a fluid

Yongning Zhu, R. Bridson
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引用次数: 712

Abstract

We present a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator with only a few small additions to account for inter-grain and boundary friction.We also propose an alternative method for simulating fluids. Our core representation is a cloud of particles, which allows for accurate and flexible surface tracking and advection, but we use an auxiliary grid to efficiently enforce boundary conditions and incompressibility. We further address the issue of reconstructing a surface from particle data to render each frame.
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使沙子变成流体
我们提出了一种基于物理的沙子动画模拟方法。为了有效地扩大沙子的体积,我们将单个颗粒抽象出来,并将沙子视为一个连续体。特别是,我们表明,现有的水模拟器可以变成一个沙子模拟器,只有几个小的添加,以说明粒间和边界摩擦。我们还提出了另一种模拟流体的方法。我们的核心表示是一个粒子云,它允许精确和灵活的表面跟踪和平流,但我们使用辅助网格来有效地执行边界条件和不可压缩性。我们进一步解决了从粒子数据重建表面来渲染每一帧的问题。
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Session details: I3D (symposium on interactive 3D graphics) Session details: Mesh manipulation Session details: Texture synthesis Session details: Precomputed light transport Session details: Hardware rendering
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