# 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…

## 245 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.

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- 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.

### 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.

### Interactive fluid-particle simulation using translating Eulerian grids

- Computer ScienceI3D '10
- 2010

We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPU-accelerated Eulerian fluid solver that is suited for real-time use…

### AN INVESTIGATION OF FOURIER DOMAIN FLUID SIMULATION

- Computer Science
- 2003

It is concluded that frequency domain implementation of the Navier-Stokes flow equations for Euler modeling schemes is prohibitively expensive in terms of compute time and Stam's semi-Lagrangian simulation pipelines are the best choices for real-time applications, where perfect physical accuracy is not required.

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