Liquid Simulation With Mesh-Based Surface Tracking
Sunday, 7 August 2:00 pm - 5:15 pm | East Building, Ballroom C
Animating detailed liquid surfaces has always been a challenge for computer graphics researchers and visual effects artists. Over the past few years, researchers in this field have focused on mesh-based surface tracking to synthesize extremely detailed liquid surfaces as efficiently as possible. This course provides a solid understanding of the steps required to create a fluid simulator with a mesh-based liquid surface.
The course begins with an overview of several existing liquid-surface-tracking techniques and the pros and cons of each method. Then it explains how to embed a triangle mesh into a finite-difference-based fluid simulator and describes several methods for allowing the liquid surface to merge together or break apart. The final section showcases the benefits and further applications of a mesh-based liquid surface, highlighting state-of-the-art methods for tracking colors and textures, maintaining liquid volume, preserving small surface features, and simulating realistic surface-tension waves.
Introduction and Welcome
Liquid Surface Tracking Review
Embedding a Surface Mesh Into an Eulerian Fluid Simulation
Maintaining Surface Mesh Quality
Advantages of a Mesh Surface
Familiarity with Eulerian fluid simulation techniques for computer animation. The necessary background material can be found in the book Fluid Simulation for Computer Graphics by Robert Bridson (available from A K Peters) or the SIGGRAPH 2007 course notes on Fluid Simulation by Robert Bridson and Matthias Müller-Fischer. Also useful: some knowledge of basic triangle-mesh algorithms like subdivision and edge collapses.
Researchers and developers in industry who want to implement and acquire a solid understanding of the state of the art in fluid simulation for computer animation.
Institute of Science and Technology Austria
The University of British Columbia