Fluid animation refers to computer graphics techniques for generating realistic animations of fluids such as water and smoke. Fluid animations are typically focused on emulating the qualitative visual behavior of a fluid, with less emphasis placed on rigorously correct physical results, although they often still rely on approximate solutions to the Euler equations or Navier–Stokes equations that govern real fluid physics. Fluid animation can be performed with different levels of complexity, ranging from time-consuming, high-quality animations for films, or visual effects, to simple and fast animations for real-time animations like computer games.
In 1999, Jos Stam published the "Stable Fluids" method, which exploited a semi-Lagrangian advection technique and implicit integration of viscosity to provide unconditionally stable behaviour. This allowed for much larger time steps and therefore faster simulations. This general technique was extended by Ronald Fedkiw and co-authors to handle more realistic smoke
Some notable academic researchers in this area include Jerry Tessendorf, James F. O'Brien, Ron Fedkiw, Mark Carlson, Greg Turk, Robert Bridson, Ken Museth, and Jos Stam.
Blender is an open-source 3D computer graphics program that utilized a particle-based Lattice Boltzmann method for animating fluids until the integration of the open-source mantaflow project in 2020 with a wide range of Navier-Stokes solver variants.
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