
doi: 10.20380/gi2003.03
Though realistic eulerian fluid simulation systems now provide believable movements, straightforward renderable surface representation, and affordable computation costs, they are still unable to deal with non-static objects in a realistic manner. Namely, objects can not have an influence on the fluid and be simultaneously affected by the fluid's motion. In this paper, a simulation scheme for fluids allowing automatic generation of physically plausible motions alongside realistic interactions with solids is proposed. The method relies mainly on the definition of a coupling force between the solids and the fluid, thus bridging the gap between commonly used eulerian fluid animation models and lagrangian solid ones. This new method thus improves existing fluid simulations, making them capable of generating new kinds of motions, such as a floating ball displaced by the wave created thanks to its own splash into the water.
Proceedings of Graphics Interface 2003, Halifax, Nova Scotia, Canada, Canada, 11 - 13 June 2003, 21-30
000 computer science, principal component analysis, face model, eigenhead, model fitting, silhouette images, 004
000 computer science, principal component analysis, face model, eigenhead, model fitting, silhouette images, 004
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