Interacting with smoke and fire in real time

Jos Stam · Communications of the ACM · 2000

The article focuses on cognitive modeling for games and animation Biblioteca de Ciencias y Tecnología Normal Biblioteca de Ciencias y Tecnología 2 5 2006-05-25T22:36:00Z 2006-05-25T22:36:00Z 1 172 951 UCLA 7 2 1121 11.6568 Clean Clean 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} The simulation of fluid is one of the most challenging problems in a number of engineering fields. In this article the author offers a solution in the form of a rapid method he developed for computing the motion and appearance of fluids, allowing users to interact in real time with virtual smoke and fire. This model is desirable in, educational software designed to familiarize students with the basic behavior of fluids. The physics of fluids provides the natural framework for these simulations. According to the author, in computer graphics, how a fluid appears is of primary interest. A good fluid solver in computer graphics should exhibit all the characteristics of real fluids, such as swirling flows around bodies. The main application of a fluid solver in computer graphics is to use the velocity field to move things around realistically. These solvers are based on a precise mathematical formulation of the evolution of a fluid. The author concludes that development of this fluid solver shows that real-time interaction with complex physical phenomena in a in a virtual environment is increasingly feasible.

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