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We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh surface dividing space between clear air and a uniformly smoky region, on which we compute vortex sheet dynamics to accurately solve(More)
We tackle deep water simulation in a scalable way, solving 3D irrotational flow using only variables stored in a mesh of the surface of the water, in time proportional to the rendered mesh. The heart of our method is a novel boundary integral equation formulation that is amenable to explicit mesh tracking with unstructured triangle meshes. Our method(More)
We introduce a novel representation for visibility in three dimensions and describe an efficient algorithm to construct it. The data structure is a spherical map that consists of a doubly–connected edge list embedded on the surface of a sphere. Each face of the spherical map is labeled with the polygon visible in the corresponding cone. We demonstrate that(More)
Despite over four decades of published algorithms for the computation of visibility, a large gap between theory and practice remains. A significant objective is to design and implement a robust and efficient algorithm that makes it possible to generate the set of polygons visible from an observer in a piecewise linear scene. We describe here and in the(More)
We propose a novel method of compressing a fluid effect for realtime playback by using a compact mathematical representation of the spatio-temporal fluid surface. To create the surface representation we use as input a set of fluid meshes from standard techniques along with the simulation's surface velocity to construct a spatially adaptive and temporally(More)
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