# 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… Expand

#### 241 Citations

Real Time Large Scale Fluids for Games

- Mathematics
- 2008

This paper presents an implementation of a stable height-field fluid solver on non-uniform quadtree grids. Smoothing kernel interpolation allow one to use semi-Lagrangian advection on the nonuniform… Expand

Simulation and control of physical phenomena in computer graphics

- Computer Science
- 12th 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. Expand

Real-Time Interactive Smoke Simulation

- 2010

This paper describes the design and implementation of a CPUbased fluid simulation system that allows interactive frame rates up to 512x512 grid resolutions in a standard PC. The simulation is based… Expand

Real-Time Large Scale Fluids for Games

- 2008

This report presents an implementation of a stable height-field fluid solver on non-uniform quadtree grids. It build upon the well known techniques of height field representation of the fluid volume,… Expand

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

- Computer Science
- 2006 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. Expand

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. Expand

Integrating Real-Time Fluid Simulation with a Voxel Engine

- Computer Science
- The 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. Expand

Lattice methods for fluid animation in games

- Computer Science
- CIE
- 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. Expand

Interactive fluid-particle simulation using translating Eulerian grids

- Physics, Computer Science
- I3D '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… Expand

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. Expand

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