• Title/Summary/Keyword: Fluid animation

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Liquid Animation for CG Production (CG 제작을 위한 유체 애니메이션)

  • Cha Dukhyun;Kim Janghee;Min Jungki;Ihm Insung;Kang Byungkwon
    • 한국가시화정보학회:학술대회논문집
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    • 2003.11a
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    • pp.51-54
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    • 2003
  • Fluid is an effective element in computer animation. Recently, the techniques from CFD have been actively applied to CG production. In this paper, we describe our fluid animation system which implements a variety of established simulation and rendering methods. We also explain our new techniques such as chemical reaction and hardware-assisted fluid animation that are being developed to enhance the features of our software system.

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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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Procedural Fluid Animation using Mirror Image Method

  • Park, Jin-Ho
    • International Journal of Contents
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    • v.7 no.4
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    • pp.1-5
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    • 2011
  • Physics based fluid animation schemes need large computation cost due to tremendous degree of freedom. Many researchers tried to reduce the cost for solving the large linear system that is involved in grid-based schemes. GPU based algorithms and advanced numerical analysis methods are used to efficiently solve the system. Other groups studied local operation methods such as SPH (Smoothed Particle Hydrodynamics) and LBM (Lattice Boltzmann Method) for enhancing the efficiency. Our method investigates this efficiency problem thoroughly, and suggests novel paradigm in fluid animation field. Rather than physics based simulation, we propose a robust boundary handling technique for procedural fluid animation. Our method can be applied to arbitrary shaped objects and potential fields. Since only local operations are involved in our method, parallel computing can be easily implemented.

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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View-Dependent Adaptive Animation of Liquids

  • Kim, Jang-Hee;Ihm, In-Sung;Cha, Deuk-Hyun
    • ETRI Journal
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    • v.28 no.6
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    • pp.697-708
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    • 2006
  • Various adaptive mesh refinement techniques are often employed in numerical simulations for increasing spatial and temporal resolution beyond the limits imposed by available CPU time and memory space. Recently, an octree-based adaptive mesh structure was successfully used in fluid animation to place more grid cells efficiently in visually interesting regions of fluids. In an attempt to optimize the use of computational resources further in fluid animation, this paper extends this adaptive technique by modifying the mesh refinement scheme so that the camera's viewing properties are dynamically exploited during the simulation. Based on a simple adaptive mesh structure, we show that the new meshing strategy can save a substantial amount of computation time and memory space by using a view-dependent adaptive approach. The experimental results reveal that the proposed technique provides a good compromise between the computational effort and the simulation's fidelity, and may be used quite effectively in 3D animation production.

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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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Real Examples based Natural Phenomena Synthesis

  • An, HyangA;Seo, Yong-Ho;Park, Jinho
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.7-9
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    • 2013
  • Current physics-based simulation is an important tool in the fluid animation. However some problems require a new change to current research trends which depend only on the simulation. The ultimate goal of this project is to obtain information of flow example, analyze an example through machine learning and the novel fluid animation reconfigure without physical simulation.

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.

Controlling Physics-Based Fluid and Rope Animations Using Microsoft HoloLens (마이크로소프트 홀로렌즈를 이용한 물리 기반 유체와 로프 애니메이션 제어)

  • Kim, Min Ji;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.577-580
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    • 2022
  • 본 논문에서는 마이크로소프트(Microsoft, MS) 홀로렌즈v2를 이용하여 물리 기반 애니메이션은 유체와 로프를 제어할 수 있는 새로운 방법에 대해 소개한다. 물리 기반 시뮬레이션 혼합현실, 메타버스, 게임 등 다양한 콘텐츠에서 몰입감을 개선하기 위해 활용되고 있는 기술이다. 하지만, 계산양이 크고 사용자가로 인한 직관적인 제어 시스템의 부재로 많은 시장에 활용되기에는 어려운 구조이다. 이러한 문제를 완화하기 위해 본 논문에서는 혼합현실 환경에서 무선으로 사용자 인터페이스를 구현한 홀로렌즈v2를 이용하여 물리 애니메이션을 제어하고자 한다. 이러한 도전은 혼합현실에서도 사용자의 손동작, 음성, 눈 추적 등 다양한 인터페이스를 통해 시뮬레이션을 제어할 수 있다는 가능성을 열어줌으로써, 관련시장도 확장 될 수 있다. 본 논문에서는 대표적으로 유체와 로프 시뮬레이션을 홀로렌즈를 통해 제어하는 결과를 보여준다.

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An Efficient Method for Crown-Shaped Water Animation Using Geometric Mesh (기하적 메쉬를 이용한 왕관형 수면 애니메이션을 구현하기 위한 효율적 방법)

  • Lee, Kyung-Hoon;Park, Jinho
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.13-21
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    • 2014
  • The paper provides an efficient method for generating water crown animation. Compared to general liquid simulation, water crown animation requires tremendous computational loads. Tackling the problem, we propose a novel geometry based approach with procedural texture. Unreal engine is utilized to construct material and handle the geometric mesh combined with water texture. The experimental results demonstrate our method achieves effective performance for realistic water crown animation.