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Lattice methods for fluid animation in games

Published: 01 January 2010 Publication History

Abstract

In this work, we focus on fluid modeling and animation via lattice methods for computer games. We consider two approaches in this area: a Lattice Gas Cellular Automata (LGCA) technique and the Lattice Boltzmann (LBM) Method. LGCAs are discrete models based on point particles that move on a lattice according to suitable and simple rules in order to mimic a fully molecular dynamics. The LBM method is based on the fundamental idea of constructing simplified kinetic models, which incorporates the essential physics of microscopic processes so that the macroscopic averaged properties satisfy macroscopic equations. In this article, we present two animating frameworks based on the above-mentioned lattice methods. Both frameworks are composed of two models: (a) a 3D fluid animation technique; and (b) a GPU surface flow animation over terrain models. In the first framework, item (a) is performed through a LGCA, while in the second one we applied the LBM. In this work we highlight the advantages of these approaches for computer game applications. In the experimental results, we emphasize the simplicity and power of the presented models when combined with efficient techniques for rendering, and compare them in terms of efficiency.

Supplementary Material

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judice1 (judice1.mp4)
1st supplemental movie file for Lattice methods for fluid animation in games
judice2 (judice2.mp4)
2nd supplemental movie file for Lattice methods for fluid animation in games
judice3 (judice3.mp4)
3rd supplemental movie file for Lattice methods for fluid animation in games
judice4 (judice4.mp4)
4th supplemental movie file for Lattice methods for fluid animation in games

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Cited By

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  • (2015)Procedural Interactive Water in Memory- and Performance-Constrained SystemsThe Journal of the Society for Art and Science10.3756/artsci.14.10314:4(103-116)Online publication date: 15-Sep-2015

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Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 7, Issue 4
SPECIAL ISSUE: Games
December 2009
245 pages
EISSN:1544-3574
DOI:10.1145/1658866
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 01 January 2010
Accepted: 01 June 2009
Received: 01 January 2009
Published in CIE Volume 7, Issue 4

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Author Tags

  1. Computational simulation
  2. cellular automata
  3. computer graphics
  4. fluid animation
  5. real-time simulation

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  • (2015)Procedural Interactive Water in Memory- and Performance-Constrained SystemsThe Journal of the Society for Art and Science10.3756/artsci.14.10314:4(103-116)Online publication date: 15-Sep-2015

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