• Title/Summary/Keyword: 실시간 유체 애니메이션

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Realtime Fluid Simulation and Rendering Using Billboard method on Mobile Environment (모바일 환경에서의 빌보드 기법을 통한 실시간 유체 시뮬레이션 렌더링)

  • Woo, Sang-Hyuk;Cho, Mirina;Park, Dong-Gyu
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.264-268
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    • 2006
  • This paper presents a fire and smoke animation system using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models still have many problems. We studied and implemented physics-based models for fluids like fire and smoke effects using mobile 3D system. The mobile platform of our system is WIPI, which are the standard mobile platform in Korea also we adopted NF3D API for our 3D programming API.

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Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.9 no.11
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    • pp.1515-1528
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    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

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Real-time Fluid Animation using Particle Dynamics Simulation and Pre-integrated Volume Rendering (입자 동역학 시뮬레이션과 선적분 볼륨 렌더링을 이용한 실시간 유체 애니메이션)

  • Lee Jeongjin;Kang Moon Koo;Kim Dongho;Shin Yeong Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.29-38
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    • 2005
  • The fluid animation procedure consists of physical simulation and visual rendering. In the physical simulation of fluids, the most frequently used practices are the numerical simulation of fluid particles using particle dynamics equations and the continuum analysis of flow via Wavier-Stokes equation. Particle dynamics method is fast in calculation, but the resulting fluid motion is conditionally unrealistic The method using Wavier-Stokes equation, on the contrary, yields lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. Global illumination is generally successful in producing premium-Duality rendered images, but is also excessively slow for real-time applications. In this paper, we propose a rapid fluid animation method incorporating enhanced particle dynamics simulation method and pre-integrated volume rendering technique. The particle dynamics simulation of fluid flow was conducted in real-time using Lennard-Jones model, and the computation efficiency was enhanced such that a small number of particles can represent a significant volume. For real-time rendering, pre-integrated volume rendering method was used so that fewer slices than ever can construct seamless inter-laminar shades. The proposed method could successfully simulate and render the fluid motion in real time at an acceptable speed and visual quality.

Simulation Control of Simplified Fluid-Surface Model for Real-time Interaction (실시간 상호작용을 위한 간략화된 유체 표면 모델의 시뮬레이션 제어)

  • Do, Joo-Young;Kim, Eun-Ju;Ryu, Kwan-Woo
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1120-1125
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    • 2006
  • 자연 현상에서 나타나는 물이나 바다와 같은 유체를 3 차원으로 시뮬레이션하는데 있어서 가장 중요한 요소는 실시간에 사실적으로 실행 가능하도록하는 것이다. 유체 모델은 특정 상황에 따른 다양한 방정식과 많은 파라미터값에 의해 제어되기 때문에 시뮬레이션하는데 많은 어려움이 따른다. 또한 복잡한 물리 수식을 기반으로 하기 때문에 유체 모델을 시뮬레이션하기 위해서는 많은 수행 시간이 소요된다. 본 논문에서는 실시간 유체와 강체(rigid body) 사이의 상호작용을 표현하기 위해 간략화된 유체 표면 모델(Fluid-Surface Model)을 제안하고, 개선된 계산과정을 통해 보다 빠르게 시뮬레이션하도록 한다. 또한 본 논문에서는 유체의 표면과 강체의 상호작용을 표현하는데 있어서 유체의 항력에 의해서 강체와 충돌시 발생하는 유체 표면의 움직임을 강체 모델의 제어를 통해 나타낸다. 본 논문에서 제안하는 자연스러운 유체 표면 모델은 유체역학적 방법을 사용하여 실시간에 사실적으로 표현된다. 그리고 이러한 유체 표면 모델을 PC 환경에서 사용자와 상호작용 가능하도록 재현하여, 게임이나 애니메이션에서의 유체 모델들에도 적용할 수 있다.

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A Study on Building an Immersive Virtual Aquarium Using Fluid Animation and Smart Fish Method (유체 애니메이션과 Smart Fish을 이용한 실감형 가상수족관 구축에 관한 연구)

  • Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.130-138
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    • 2009
  • As time spent in front of the computer screens increases, an increasing number of people are using natural landscapes or virtual aquariums as their desktop and screen saver that can provide them with mental comfort. A virtual aquarium is constructed by an animation work that creates a variety of fish that freely move in a random virtual underwater environment to analyze their movement. This paper suggests a method that constructs an immersive virtual aquarium, using fluid animation method that expresses changes of shape of fluid in real time and the Smart Fish technology which is capable of an interaction according to the diverse characteristics of virtual fish. The suggested method can be used in a virtual aquarium, aquarium screen saver, virtual fish-raising game, etc., which express diverse undersea environment.

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Real-time Flow Animation Techniques Using Computational Fluid Dynamics (전산유체역학을 이용한 실시간 유체 애니메이션 기술)

  • Kang Moon Koo
    • Journal of the Korean Society of Visualization
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    • v.2 no.2
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    • pp.8-15
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    • 2004
  • With all the recent progresses in computer hardware and software technology, the animation of fluids in real-time is still among the most challenging issues of computer graphics. The fluid animation is carried out in two steps - the physical simulation of fluids immediately followed by the visual rendering. The physical simulation is usually accomplished by numerical methods utilizing the particle dynamics equations as well as the fluid mechanics based on the Navier-Stokes equations. Particle dynamics method is usually fast in calculation, but the resulting fluid motion is conditionally unrealistic. The methods using Navier-Stokes equation, on the contrary, yield lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. This article presents a rapid fluid animation method by using the continuum-based fluid mechanics and the enhanced particle dynamics equations. For real-time rendering, pre-integrated volume rendering technique was employed. The proposed method can create realistic fluid effects that can interact with the viewer in action, to be used in computer games, performances, installation arts, virtual reality and many similar multimedia applications.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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Interactive Simulation between Rigid body and Fluid using Simplified Fluid-Surface Model (간략화된 유체 표면모델을 이용한 강체와 유체의 상호작용 시뮬레이션)

  • Kim, Eun-Ju
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.323-328
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    • 2009
  • Natural Phenomena are simulated to make computer users feel verisimilitude and be immersed in games or virtual reality. The important factor in simulating fluid such as water or sea using 3D rendering technology in games or virtual reality is real-time interaction and reality. There are many difficulties in simulating fluid models because it is controlled by many equations of each specific situation and many parameter values. In addition, it needs a lot of time in processing physically-based simulation. In this paper, I suggest simplified fluid-surface model in order to represent interaction between rigid body and fluid, and it can make faster simulation by improved processing. Also, I show movement of fluid surface which is come from collision of rigid body caused by reaction of fluid in representing interaction between rigid body and fluid surface. This natural fluid-surface model suggested in this paper is represented realistically in real-time using fluid dynamics veri similarly. And the fluid-surface model will be applicable in games or animation by realizing it for PC environment to interact with this.

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Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

Linear Convolution Based Realtime Animation of Interaction bewteen Water Surface and 3D object (선형 컨벌루션 기반의 물표면과 객체의 실시간 상호작용 애니메이션)

  • Gang, Gyeong heon;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.708-712
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    • 2007
  • In computer graphics, fluid dynamics are used for animating and expressing the various special effects of water. Although the algorithms that were impossible through the hardware at that time become to be possible in real time, it still requires a lot of time to achieve the realistic and detailed expressions. Therefore, there are many researches on the techniques of balancing between performance and quality. Specially in environments with the game context which express the interaction between water surface and 3D objects in the wide area such as sea or lake according to user's request, it must give priority to the executive performance preserving the visual reality even though physical reality is sacrificed. In this paper, we propose a method for the realtime animation of interaction between water surface and 3D objects using the linear convolution of height fields and the bounding spheres of objects.

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