Simulation of Smoke based on Vortex Filament Primitives

dc.contributor.authorAngelidis, Alexisen_US
dc.contributor.authorNeyret, Fabriceen_US
dc.contributor.editorD. Terzopoulos and V. Zordan and K. Anjyo and P. Faloutsosen_US
dc.date.accessioned2014-01-29T07:12:25Z
dc.date.available2014-01-29T07:12:25Z
dc.date.issued2005en_US
dc.description.abstractWe describe a method that permits the high performance simulation of fluid phenomena such as smoke, with highlevel control for the artist. Our key primitives are vortex filament and vortex ring: vorticity defines a flow as well as velocity does, and for numerous interesting flows such as smoke or explosions this information is very compact and tightly linked to the visual features of the fluid. We treat these vortices as 1D Lagrangian primitives (i.e. connected particles), which permit unbounded fluids and very accurate positioning of the features. The simulation of passive density particles for rendering is totally independent of the fluid animation itself. Thus, the animation can be efficiently simulated, edited and even stored, while the fluid resolution used for rendering can be arbitrarily high. We aim at plausible fluids rather than physical accuracy. For efficiency and stability, we introduce a new formalization of the Biot-Savart law and a modified Biot-Savart kernel. Our model also introduces a hierarchical filament structure for animation LOD, turbulent noise, and an original scheme for density particles.en_US
dc.description.seriesinformationSymposium on Computer Animationen_US
dc.identifier.isbn1-59593-198-8en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/SCA/SCA05/087-096en_US
dc.publisherThe Eurographics Associationen_US
dc.titleSimulation of Smoke based on Vortex Filament Primitivesen_US
Files