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Displaying 1-5 out of 5 total
A novel algorithm for incompressible flow using only a coarse grid projection
Found in: ACM Transactions on Graphics (TOG)
By Michael Lentine, Ronald Fedkiw, Wen Zheng, Michael Lentine, Ronald Fedkiw, Wen Zheng, Michael Lentine, Ronald Fedkiw, Wen Zheng, Michael Lentine, Ronald Fedkiw, Wen Zheng
Issue Date:July 2010
pp. 1-10
Large scale fluid simulation can be difficult using existing techniques due to the high computational cost of using large grids. We present a novel technique for simulating detailed fluids quickly. Our technique coarsens the Eulerian fluid grid during the ...
     
Creature Control in a Fluid Environment
Found in: IEEE Transactions on Visualization and Computer Graphics
By Michael Lentine, Jón Tómas Grétarsson, Craig Schroeder, Avi Robinson-Mosher, Ronald Fedkiw
Issue Date:May 2011
pp. 682-693
In this paper, we propose a method designed to allow creatures to actively respond to a fluid environment. We explore various objective functions in order to determine ways to direct the behavior of our creatures. Our proposed method works in conjunction w...
 
Mass and momentum conservation for fluid simulation
Found in: Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '11)
By Michael Lentine, Mridul Aanjaneya, Ronald Fedkiw
Issue Date:August 2011
pp. 91-100
Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. In fact, semi-Lagrangian advecti...
     
A novel algorithm for incompressible flow using only a coarse grid projection
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Michael Lentine, Ronald Fedkiw, Wen Zheng
Issue Date:July 2010
pp. 10-18
Large scale fluid simulation can be difficult using existing techniques due to the high computational cost of using large grids. We present a novel technique for simulating detailed fluids quickly. Our technique coarsens the Eulerian fluid grid during the ...
     
A mass spring model for hair simulation
Found in: ACM Transactions on Graphics (TOG)
By Andrew Selle, Michael Lentine, Ronald Fedkiw
Issue Date:August 2008
pp. 1-49
Our goal is to simulate the full hair geometry, consisting of approximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this approach is ...
     
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