Simulation and control of physical phenomena in computer graphics

J. Stam
{"title":"Simulation and control of physical phenomena in computer graphics","authors":"J. Stam","doi":"10.1109/PCCGA.2004.1348347","DOIUrl":null,"url":null,"abstract":"In computer graphics applications such as feature animation and games there is a need to produce convincing simulations of phenomena such as smoke, water, cloth and rigid bodies. Computational physics is the natural framework for such simulations. The physical equations describing most of these phenomena are well known and have been extensively studied over the last couple of centuries by the physics community. Which solution technique to use in practice depends on the application. In computer graphics it is desirable to have fast and stable simulations. Ideally, the simulations should run in realtime. This is important of course in games but also in movie production houses where animators have to fine tune the parameters of the simulation. On the other hand it is also desirable that these simulations are easy to implement. This makes the code easier to maintain in a commercial system. Our experience has been that good solutions very often result in simple algorithms which are relatively easy to code. This paper mainly focuses on the simulation of fluids such as smoke, water and fire. Our fluid solver which was first introduced in Stam (1999) relies on a spatial discretization of space into voxels. The physical quantities describing the fluid such as velocity and density are assumed to be constant in each voxel. These values are updated over each time step to create an animation of a fluid flow.","PeriodicalId":264796,"journal":{"name":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2004-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/PCCGA.2004.1348347","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

In computer graphics applications such as feature animation and games there is a need to produce convincing simulations of phenomena such as smoke, water, cloth and rigid bodies. Computational physics is the natural framework for such simulations. The physical equations describing most of these phenomena are well known and have been extensively studied over the last couple of centuries by the physics community. Which solution technique to use in practice depends on the application. In computer graphics it is desirable to have fast and stable simulations. Ideally, the simulations should run in realtime. This is important of course in games but also in movie production houses where animators have to fine tune the parameters of the simulation. On the other hand it is also desirable that these simulations are easy to implement. This makes the code easier to maintain in a commercial system. Our experience has been that good solutions very often result in simple algorithms which are relatively easy to code. This paper mainly focuses on the simulation of fluids such as smoke, water and fire. Our fluid solver which was first introduced in Stam (1999) relies on a spatial discretization of space into voxels. The physical quantities describing the fluid such as velocity and density are assumed to be constant in each voxel. These values are updated over each time step to create an animation of a fluid flow.
计算机图形学中物理现象的模拟和控制
在计算机图形应用程序中,如特征动画和游戏,需要产生令人信服的模拟现象,如烟雾,水,布和刚体。计算物理学是这种模拟的自然框架。描述大多数这些现象的物理方程是众所周知的,并且在过去的几个世纪里被物理界广泛研究。在实践中使用哪种解决技术取决于应用程序。在计算机图形学中,快速和稳定的模拟是很有必要的。理想情况下,模拟应该实时运行。这在游戏中当然很重要,但在动画师必须调整模拟参数的电影制作工作室中也很重要。另一方面,也希望这些模拟易于实现。这使得代码在商业系统中更容易维护。我们的经验是,好的解决方案通常会产生相对容易编码的简单算法。本文主要研究了烟、水、火等流体的模拟。我们的流体求解器首次在Stam(1999)中引入,它依赖于空间离散到体素的空间。假设描述流体的物理量(如速度和密度)在每个体素中是恒定的。这些值在每个时间步中更新,以创建流体流动的动画。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信