Paper that could be useful for fire and smoke simulation
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Paper that could be useful for fire and smoke simulation
See this paper that could be useful for the simulation of the fire and the smoke:
http://graphics.ucsd.edu/%7Ehenrik/papers/fire/
http://www.cs.huji.ac.il/labs/cglab/research/tdsmoke/
cheers
http://graphics.ucsd.edu/%7Ehenrik/papers/fire/
http://www.cs.huji.ac.il/labs/cglab/research/tdsmoke/
cheers
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I didn't open the links but I assume you mean Prof. Henrik Jensen's papers about fire and smoke. Unless there is a a good mathematics freak with something to prove out there, we won't be seeing those these coming years in Blender. Fore those simulations we need a voxel system in Blender to begin with. Prof. Jensen's papers are an enigma on their own (for me anyhow). For example it took me a year to understand his fast SSS paper. I very much like too implement it in the Blender source for this is a elegant solution, but I realy don't have the time to study the Blender code. I guess think I have more time once my kid is properly toilet trained
I've been reading also papers about anisotropic remeshing, clothing your objects, hair and cloth self collisions, all very interesting....but.....

I've been reading also papers about anisotropic remeshing, clothing your objects, hair and cloth self collisions, all very interesting....but.....
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Indeed it was specified that the fluid sim does start out with voxels, but is it realy voxels? Because it is all converted to derived meshed is it not?
Are those voxels displayable? Is there a marching cube algorithm in place for the voxels? Could they be filtered? Are there visibilty and compression algorithms for those voxels? Or are those 'voxels' merely of a grid placeholder for the domain to execute the fluid sim on?
Of course I could answer these questions myself if I delve in the code, or maybe if you know the voxel part of the code you could answer it?
Are those voxels displayable? Is there a marching cube algorithm in place for the voxels? Could they be filtered? Are there visibilty and compression algorithms for those voxels? Or are those 'voxels' merely of a grid placeholder for the domain to execute the fluid sim on?
Of course I could answer these questions myself if I delve in the code, or maybe if you know the voxel part of the code you could answer it?
some more here:
http://graphics.stanford.edu/~fedkiw/
http://www.vterrain.org/Atmosphere/Clouds/index.html
http://gfs.sourceforge.net/
http://www-ui.is.s.u-tokyo.ac.jp/~takeo/index.html
http://nis-lab.is.s.u-tokyo.ac.jp/~nis/ ... html#pas96
http://www.magix.ucla.edu/dance/3897493824/
http://accad.osu.edu/~smay/Human/
http://graphics.stanford.edu/~fedkiw/
http://www.vterrain.org/Atmosphere/Clouds/index.html
http://gfs.sourceforge.net/
http://www-ui.is.s.u-tokyo.ac.jp/~takeo/index.html
http://nis-lab.is.s.u-tokyo.ac.jp/~nis/ ... html#pas96
http://www.magix.ucla.edu/dance/3897493824/
http://accad.osu.edu/~smay/Human/
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Hi,
I'm not familar with the code itself but I do have some idea of the implemenation,
LetterRip
I'm not familar with the code itself but I do have some idea of the implemenation,
They are converted to a mesh after all of the calculations are done. Marching cubes is the method he uses to convert from voxels to the mesh representation.Indeed it was specified that the fluid sim does start out with voxels, but is it realy voxels? Because it is all converted to derived meshed is it not?
Are those voxels displayable? Is there a marching cube algorithm in place for the voxels?
I'm not sure, you could email Nils and ask him. (email me LetterRip at gmail dot com for his email address....)Could they be filtered? Are there visibilty and compression algorithms for those voxels? Or are those 'voxels' merely of a grid placeholder for the domain to execute the fluid sim on?
LetterRip
I've looked a bit into Jos Stam's fluid method, and it looks quite promising (used as the basis of MAYA Fluid Effects), but again the math is somewhat beyond me.
Stam's papers are here: http://www.dgp.toronto.edu/~stam/realit ... h/pub.html
Stam's papers are here: http://www.dgp.toronto.edu/~stam/realit ... h/pub.html
Hi LetterRip&All,
the existing code is voxel based but creates a triangle mesh for displaying the water surface. on itself, a smoke simulator is simpler than a free surface one, but I think the main problem in Blender currently is that there's no way to display volume data such as smoke... It would be cool to e.g. have the volume rendering capabilites of PBRT in Blender, but I probably wont have time for that in a while.
Regards,
-> Nils
the existing code is voxel based but creates a triangle mesh for displaying the water surface. on itself, a smoke simulator is simpler than a free surface one, but I think the main problem in Blender currently is that there's no way to display volume data such as smoke... It would be cool to e.g. have the volume rendering capabilites of PBRT in Blender, but I probably wont have time for that in a while.
Regards,
-> Nils
has anyone seen bfast: http://sourceforge.net/projects/bfast
I don't know whether its any good but its open source so might be useful.
I don't know whether its any good but its open source so might be useful.
'Regret for wasted time is more wasted time.'
- Mason Cooley
- Mason Cooley