This thesis presents a method for simulating fluids on a view dependent grid structure to
exploit level-of-detail with distance to the viewer. Current computer graphics techniques,
such as the Stable Fluid and Particle Level Set methods, are modified to support a nonuniform
simulation grid. In addition, infinite fluid boundary conditions are introduced that
allow fluid to flow freely into or out of the simulation domain to achieve the effect of
large, boundary free bodies of fluid. Finally, a physically based rendering method known
as photon mapping is used in conjunction with ray tracing to generate realistic images of
water with caustics. These methods were implemented as a C++ application framework
capable of simulating and rendering fluid in a variety of user-defined coordinate systems.
Identifer | oai:union.ndltd.org:tamu.edu/oai:repository.tamu.edu:1969.1/3827 |
Date | 16 August 2006 |
Creators | Barran, Brian Arthur |
Contributors | House, Donald |
Publisher | Texas A&M University |
Source Sets | Texas A and M University |
Language | en_US |
Detected Language | English |
Type | Book, Thesis, Electronic Thesis, text |
Format | 1274661 bytes, electronic, application/pdf, born digital |
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