# Real-Time Fluid Dynamics for Games

@inproceedings{Stam2003RealTimeFD, title={Real-Time Fluid Dynamics for Games}, author={Jos Stam}, year={2003} }

In this paper we present a simple and rapid implementation of a fluid dynamics solver for game engines. Our tools can greatly enhance games by providing realistic fluid-like effects such as swirling smoke past a moving character. The potential applications are endless. Our algorithms are based on the physical equations of fluid flow, namely the Navier-Stokes equations. These equations are notoriously hard to solve when strict physical accuracy is of prime importance. Our solvers on the other…

## 243 Citations

Real Time Large Scale Fluids for Games

- Computer Science, Environmental Science
- 2008

This paper presents an implementation of a stable height-field fluid solver on non-uniform quadtree grids that is suitable for water propagating over height field terrains in interactive environments like video games.

Simulation and control of physical phenomena in computer graphics

- Computer Science12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings.
- 2004

The fluid solver which was first introduced in Stam (1999) relies on a spatial discretization of space into voxels and the physical quantities describing the fluid such as velocity and density are assumed to be constant in each voxel to create an animation of a fluid flow.

A comparison of grid-based techniques for Navier-Stokes fluid simulation in computer graphics

- Computer Science
- 2008

An introduction to fluid simulation in computer graphics with a full derivation of the compressible and incompressible Navier-Stokes equation from Newton's Second Law, explaining concepts such as pressure and viscosity as they are derived.

Real-Time Interactive Smoke Simulation

- Computer Science
- 2010

Improvements over the base simulation method have been implemented covering the simulation of internal moving boundaries of any shape, application of vorticity confinement forces to recover details lost due to numerical dissipation and parallelization of the more computationally expensive steps of the algorithm.

Real-Time Large Scale Fluids for Games

- Computer Science
- 2008

An implementation of a stable height-field fluid solver on non-uniform quadtree grids which doesn’t require the neighbor to be a quadtree leaf solves the problem of hanging nodes inherent to quadtrees and is suitable for water propagating over height field terrains in interactive environments like video games.

Computer animation challenges for computational fluid dynamics

- Computer Science
- 2012

An overview of the main techniques for fluid simulation in computer animation, starting with Eulerian grid approaches, the Lattice Boltzmann method, Fourier transform techniques and Lagrangian particle introduction are presented.

Real-Time and Interactive Water Simulation using Precomputed Navier-Stokes Equation

- Physics2006 International Conference on Hybrid Information Technology
- 2006

A real time water simulation method by precomputed algorithm is suggested that ensures real time and can interact floating objects realistically.

Integrating Real-Time Fluid Simulation with a Voxel Engine

- Computer Science, PhysicsThe Computer Games Journal
- 2016

An efficient real-time method to integrate optimized fluid simulations with voxel-based rasterisation on graphics hardware is demonstrated, and the rendering of visibility-culled voxels from fluid simulation results stored intermediately in CPU memory is compared with a novel, entirely GPU-resident algorithm.

Lattice methods for fluid animation in games

- Computer ScienceCIE
- 2010

This article presents two animating frameworks based on the Lattice Boltzmann Method, composed of two models: a 3D fluid animation technique; and a GPU surface flow animation over terrain models.

Integrating GPU-based fluid simulation with Metaball rendering

- Computer Science
- 2022

This bachelor’s thesis implements a GPU-based simulation method and combines it with an implicit modelling procedure provided by my advisor, Stefan Bruckner to provide a fast, sufficiently realistic fluid simulation.

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