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Fluid simulation, proposed here, runs on an unrestricted octree data structure which uses mesh refinement techniques to enable higher level of detail and solves Navier Stokes equations for multiple fluids. We also show our solution for floating objects and unmoving obstacles by setting up the boundary conditions and solving the velocity of objects using a simple rigid body solver. We propose technique...
From the user's point-of-view, current graphics systems have a limited modularity of rendering pipelines. Users cannot assemble a custom rendering algorithm. In this paper, we propose a modular component based rendering pipeline with concepts of visual programming. We briefly define a general module-based architecture for visual programming in graphics systems focusing on rendering pipelines. We suggest...
Spectrum-based rendering uses spectral distributions instead of just three RGB colors for representation of light sources and surface properties in rendering equation. Since, spectrum has a value at every visible wavelength, the spectrum-based rendering gives much accurate color computation compared to RGB-based rendering and it give us opportunity to simulate wavelength dependent phenomena and effects...
Methods to animate multiphase fluids are rarely researched, although such phenomena are common in our daily lives. The main focus of this research is to develop a suitable method to create realistic animation of multiphase flows, i.e. flow of fluid mixtures. Our method is based on Navier-Stokes equations, a set of physical equations that describe motion of fluid. A marker-and-cell (MAC) grid is used...
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