Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow, and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow, and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to the actual implementation.
Fluid Simulation for Computer Graphics
Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow, and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow, and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to the actual implementation.
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Philip Rideout –
Excellent in-depth treatment from a guy who knows his field. Very little of the book discusses LaGrangian (particle-based) methods, but if you're implementing a Eulerian simulation, this is a good place to start. I also wish that Bridson would cover tetrahedral (i.e., unstructured grid) simulations. Excellent in-depth treatment from a guy who knows his field. Very little of the book discusses LaGrangian (particle-based) methods, but if you're implementing a Eulerian simulation, this is a good place to start. I also wish that Bridson would cover tetrahedral (i.e., unstructured grid) simulations.
Varun –
Juan Castillo –
Jascha Wetzel –
Woojong –
Yannick Simard –
Robin –
Jamie –
Philip Okonkwo –
Subhajit Das –
Andreas –
Duncan Paterson –
Chris –
Greg –
Mr S R Davies –
Jaba Adams –
YUHUR –
Richard –
Israel Pineda –
Lucas Cornelisse –
Sarah –
Scott C. DeFreitas –
Blackpawn –
Alex –
Chris Green –
Amanda –
John Delaney –
Vitor Teixeira –
Callum Rhodes –
CESAR –