{"title":"Particle-based fluid flow visualization on meshes","authors":"Khalid Djado, R. Egli","doi":"10.1145/1503454.1503466","DOIUrl":null,"url":null,"abstract":"This paper presents a new method for animating particles on an arbitrary triangular mesh starting from a fluid flow velocity field. The velocity field visualization with particles allows for the production of new special effects. An attraction constraint is introduced to correct a particle's velocity so its trajectory remains near the surface. A repulsion constraint is also used to ensure a better distribution of particles on the surface. Our velocity field is obtained by physically-based heuristics, implemented with a chain model. Our method is robust and yields good results, in particular for interactive simulations, even for systems with several thousand particles.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"2015 4","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1503454.1503466","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
This paper presents a new method for animating particles on an arbitrary triangular mesh starting from a fluid flow velocity field. The velocity field visualization with particles allows for the production of new special effects. An attraction constraint is introduced to correct a particle's velocity so its trajectory remains near the surface. A repulsion constraint is also used to ensure a better distribution of particles on the surface. Our velocity field is obtained by physically-based heuristics, implemented with a chain model. Our method is robust and yields good results, in particular for interactive simulations, even for systems with several thousand particles.