Fluid Simulation
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Fluid Simulation
Fluid animation refers to computer graphics techniques for generating realistic animations of fluids such as water and smoke. Fluid animations are typically focused on emulating the qualitative visual behavior of a fluid, with less emphasis placed on rigorously correct physical results, although they often still rely on approximate solutions to the Euler equations or Navier–Stokes equations that govern real fluid physics. Fluid animation can be performed with different levels of complexity, ranging from time-consuming, high-quality animations for films, or visual effects, to simple and fast animations for real-time animations like computer games. Relationship to computational fluid dynamics Fluid animation differs from computational fluid dynamics (CFD) in that fluid animation is used primarily for visual effects, whereas computational fluid dynamics is used to study the behavior of fluids in a scientifically rigorous way. Development The development of fluid animation te ...
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RealFlow
RealFlow is a fluid and dynamics simulation tool for the 3D and visual effects industry, developed by Next Limit Technologies in Madrid, Spain. This stand-alone application can be used in conjunction with other 3D programs to simulate fluids, water surfaces, fluid-solid interactions, rigid bodies, soft bodies and meshes. In 2008, Next Limit Technologies was awarded a Technical Achievement Award by the Academy of Motion Picture Arts and Sciences for their development of the RealFlow software and its contribution to the production of motion pictures. In 2015, Next Limit Technologies announced the release of RealFlow Core for Cinema 4D. Overview RealFlow technology uses particle based simulations. These particles can be influenced in various ways by point-based nodes (daemons) which can do various tasks such as simulate gravity or recreate the vortex-like motion of a tornado. RealFlow can also simulate soft and rigid body collisions and interactions. The inclusion of Python script ...
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Physically Based Animation
Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies. Although off-line simulation methods exist to solve most all of the problems studied in physically-based animation, these methods are intended for applications that necessitate physical accuracy and slow, detailed computations. In contrast to methods common in offline simulation, techniques in physically based animation are concerned with physical plausibility, numerical stability, and visual appeal over physical accuracy. Physically based animation is often limited to loose approximations of physical behaviors because of the strict time constraints imposed by interactive applications. The target frame rate for interactive applications such as games and ...
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Lattice Boltzmann Methods
The lattice Boltzmann methods (LBM), originated from the lattice gas automata (LGA) method (Hardy- Pomeau-Pazzis and Frisch- Hasslacher- Pomeau models), is a class of computational fluid dynamics (CFD) methods for fluid simulation. Instead of solving the Navier–Stokes equations directly, a fluid density on a lattice is simulated with streaming and collision (relaxation) processes. The method is versatile as the model fluid can straightforwardly be made to mimic common fluid behaviour like vapour/liquid coexistence, and so fluid systems such as liquid droplets can be simulated. Also, fluids in complex environments such as porous media can be straightforwardly simulated, whereas with complex boundaries other CFD methods can be hard to work with. Algorithm Unlike CFD methods that solve the conservation equations of macroscopic properties (i.e., mass, momentum, and energy) numerically, LBM models the fluid consisting of fictive particles, and such particles perform consecutive propa ...
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Open-source Software
Open-source software (OSS) is computer software that is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software and its source code to anyone and for any purpose. Open-source software may be developed in a collaborative public manner. Open-source software is a prominent example of open collaboration, meaning any capable user is able to participate online in development, making the number of possible contributors indefinite. The ability to examine the code facilitates public trust in the software. Open-source software development can bring in diverse perspectives beyond those of a single company. A 2008 report by the Standish Group stated that adoption of open-source software models has resulted in savings of about $60 billion per year for consumers. Open source code can be used for studying and allows capable end users to adapt software to their personal needs in a similar way user scripts an ...
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Blender (software)
Blender is a free and open-source 3D computer graphics software tool set used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and, formerly, video games. Blender's features include 3D modelling, UV mapping, texturing, digital drawing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animation, match moving, rendering, motion graphics, video editing, and compositing. History The Dutch animation studio NeoGeo (not related to Neo Geo video game hardware) started to develop Blender as an in-house application, and based on the timestamps for the first source files, January 2, 1994 is considered to be Blender's birthday. Version 1.00 was released in January 1995, with the primary author being company co-owner and software developer Ton Roosendaal. The name ''Blender'' was inspired by a song by the Swiss electroni ...
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Houdini (software)
Houdini is a 3D animation software application developed by Toronto-based SideFX, who adapted it from the PRISMS suite of procedural generation software tools. The procedural tools are used to produce different effects such as complex reflections, animations and particles system. Some of its procedural features have been in existence since 1987. Houdini is most commonly used for the creation of visual effects in film and television. It is used by major VFX companies such as Walt Disney Animation Studios, Pixar, DreamWorks Animation, Double Negative, ILM, MPC, Framestore, Sony Pictures Imageworks, Scanline VFX, Method Studios and The Mill. It has been used in many feature animation productions, including Disney's feature films ''Fantasia 2000'', '' Frozen'', ''Zootopia'' and ''Raya and the Last Dragon''; the Blue Sky Studios film ''Rio'', and DNA Productions' '' Ant Bully''. SideFX also publishes Houdini Apprentice, a limited version of the software that is free of charge for ...
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Autodesk Maya
Autodesk Maya, commonly shortened to just Maya ( ), is a 3D computer graphics application that runs on Windows, macOS and Linux, originally developed by Alias and currently owned and developed by Autodesk. It is used to create assets for interactive 3D applications (including video games), animated films, TV series, and visual effects. History Maya was originally an animation product based on code from The Advanced Visualizer by Wavefront Technologies, Thomson Digital Image (TDI) Explore, PowerAnimator by Alias, and ''Alias Sketch!''. The IRIX-based projects were combined and animation features were added; the project codename was Maya. Walt Disney Feature Animation collaborated closely with Maya's development during its production of ''Dinosaur''. Disney requested that the user interface of the application be customizable so that a personalized workflow could be created. This was a particular influence in the open architecture of Maya, and partly responsible for it becoming popul ...
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Spray (liquid Drop)
A spray is a dynamic collection of drops dispersed in a gas. The process of forming a spray is known as atomization. A spray nozzle is the device used to generate a spray. The two main uses of sprays are to distribute material over a cross-section and to generate liquid surface area. There are thousands of applications in which sprays allow material to be used most efficiently. The spray characteristics required must be understood in order to select the most appropriate technology, optimal device and size. Formation Spray atomization can be formed by several methods. The most common method is through a spray nozzle which typically has a fluid passage that is acted upon by different mechanical forces that atomize the liquid. The first atomization nozzle was invented by Thomas A. DeVilbiss of Toledo, Ohio in the late 1800s His invention was bulb atomizer that used pressure to impinge upon a liquid, breaking the liquid into a fine mist. Spray formation has taken on several forms, th ...
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Foam
Foams are materials formed by trapping pockets of gas in a liquid or solid. A bath sponge and the head on a glass of beer are examples of foams. In most foams, the volume of gas is large, with thin films of liquid or solid separating the regions of gas. Soap foams are also known as suds. Solid foams can be closed-cell or open-cell. In closed-cell foam, the gas forms discrete pockets, each completely surrounded by the solid material. In open-cell foam, gas pockets connect to each other. A bath sponge is an example of an open-cell foam: water easily flows through the entire structure, displacing the air. A sleeping mat is an example of a closed-cell foam: gas pockets are sealed from each other so the mat cannot soak up water. Foams are examples of dispersed media. In general, gas is present, so it divides into gas bubbles of different sizes (i.e., the material is polydisperse)—separated by liquid regions that may form films, thinner and thinner when the liquid phase drain ...
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Particle Method
In the field of numerical analysis, particle methods discretize fluid into particles. Particle methods enable the simulation of some otherwise difficult types of problems, at the cost of extra computing time and programming effort. Some of particle methods are meshfree methods and vice versa. History One of the earliest particle methods is smoothed particle hydrodynamics, presented in 1977. Libersky ''et al.'' were the first to apply SPH in solid mechanics. The main drawbacks of SPH are inaccurate results near boundaries and tension instability that was first investigated by Swegle. In the 1990s a new class of particle methods emerged. The reproducing kernel particle method (RKPM) emerged, the approximation motivated in part to correct the kernel estimate in SPH: to give accuracy near boundaries, in non-uniform discretizations, and higher-order accuracy in general. Notably, in a parallel development, the Material point methods were developed around the same timeD. Sulsky, Z., ...
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Particle-in-cell
In plasma physics, the particle-in-cell (PIC) method refers to a technique used to solve a certain class of partial differential equations. In this method, individual particles (or fluid elements) in a Lagrangian frame are tracked in continuous phase space, whereas moments of the distribution such as densities and currents are computed simultaneously on Eulerian (stationary) mesh points. PIC methods were already in use as early as 1955, even before the first Fortran compilers were available. The method gained popularity for plasma simulation in the late 1950s and early 1960s by Buneman, Dawson, Hockney, Birdsall, Morse and others. In plasma physics applications, the method amounts to following the trajectories of charged particles in self-consistent electromagnetic (or electrostatic) fields computed on a fixed mesh. Technical aspects For many types of problems, the classical PIC method invented by Buneman, Dawson, Hockney, Birdsall, Morse and others is relatively intuitiv ...
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