Liquid simulation for visual effects

Research on fluid simulation is ongoing at the Multimedia Lab of ÉTS, currently focusing on SPH liquid simulation. Fluid simulation requires lengthy computation times and should allow some artistic control. Parallel computation approaches are promising for reducing the computation times. Examples of such approaches include the works of Zhang et al. [Y Zhang, B Solenthaler, et R Pajarola. August 2008. « Adaptive Sampling and Rendering of Fluids on the GPU ». In Proceedings Symposium on Point-Based Graphics. p. 137–146.] and those of Hérault et al. [Alexis Hérault, Giuseppe Bilotta, et Robert A. Dalrymple. 2010. « SPH on GPU with CUDA ». Journal of Hydraulic Research, vol. 48, n ? sup1, p. 74–79.]. With respect to artistic control, the simulation should allow artists to force the liquid to achieve some key poses such as what can be done for gases [Michael B. Nielsen, Brian B. Christensen, Nafees Bin Zafar, Doug Roble, and Ken Museth. 2009. Guiding of smoke animations through variational coupling of simulations at different resolutions. In Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA ’09), pp 217-226.]. It should also allow the artists to efficiently texture the surface of the fluid. The paper by Bojsen-Hansen et al. [Morten Bojsen-Hansen, Hao Li, and Chris Wojtan. 2012. Tracking surfaces with evolving topology. ACM Trans. Graph. 31, 4, Article 53 (July 2012)] is an example of work that tries to address the problem of texturing the surface of liquids.

Faculty Supervisor:

Eric Paquette




Mokko Studio


Engineering - computer / electrical





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