August 2007
Intermediate to advanced
1008 pages
21h 13m
English
Keenan Crane University of Illinois at Urbana-Champaign
Ignacio Llamas NVIDIA Corporation
Sarah Tariq NVIDIA Corporation
Physically based animation of fluids such as smoke, water, and fire provides some of the most stunning visuals in computer graphics, but it has historically been the domain of high-quality offline rendering due to great computational cost. In this chapter we show not only how these effects can be simulated and rendered in real time, as Figure 30-1 demonstrates, but also how they can be seamlessly integrated into real-time applications. Physically based effects have already changed the way interactive environments are designed. But fluids open the doors to an ...