Автор: Jos Stam
Издательство: CRC Press
Жанр: Программирование
Год издания: 2016
Страниц: 256
ISBN: 978-1-4987-0020-7
Язык: Английский
Формат: PDF
Размер: 141 Мб
Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner.
The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement.
This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.
Оглавление
Preface
Acknowledgments
Author
Chapter 1 - Introduction 1
Chapter 2 - Observations, Equations, and Numbers 11
2.1 BEAVERS, CAVE PERSONS, AND FIRE 11
2.2 FROM CAVES TO GREEKS: ARCHIMEDES, GOLD,
AND MEDALS 13
2.3 LONG, CURLY HAIRED MATHEMATICIANS,
THE ABYSS AND THE AIRBRUSH 16
Chapter 3 - Euler–Newton Equations or Navier–Stokes
Equations 35
3.1 LEONARDO DA VINCI 35
3.2 EULER AND CONTINUITY 36
3.3 INCOMPRESSIBILITY, CONTINUITY, HELMHOLTZ,
AND HODGE THEORY 44
3.4 EULER AND THE MOTION OF FLUIDS 49
3.5 NEWTON AND VISCOSITY 55
3.6 NAVIER AND STOKES AND THEIR EQUATIONS 64
3.7 BOUNDARIES, BOUNDARIES, BOUNDARIES,
BOUNDARIES, AND BOUNDARIES 69viii - Contents
Chapter 4 - The Early Days of Computational
Fluid Dynamics 81
Chapter 5 - Kolmogorov and Turbulence 91
Chapter 6 - Introduction to Fluid Animation 97
6.1 DISCRETIZE! BUGS, GRIDS, AND BUGS MOVING
THROUGH GRIDS 98
6.1.1 Bugs 99
6.1.2 Grids 103
6.1.3 Bugs Moving through Grids 107
6.1.4 Semi-Lagrangian 108
6.1.5 PIC 112
Chapter 7 - Intermezzi 117
7.1 INTERMEZZO UNO: LINEAR SYSTEMS 118
7.2 INTERMEZZO DUE: THE GENERAL SOLUTION OF
A LINEAR SYSTEM 124
7.3 INTERMEZZO TRE: CIRCULANT MATRICES
AND THE FOURIER TRANSFORM 132
7.4 INTERMEZZO QUATTRO: NUMERICAL SOLUTION
OF LINEAR SYSTEMS 141
Chapter 8 - A Simple Fluid Solver 155
8.1 A MATH HORROR FLICK: OPERATOR SPLITTING 159
8.2 CODE PLEASE? 160
8.2.1 Moving Densities 164
8.2.2 Moving Fluids That Change Themselves:
Nonlinearity 170
8.3 BUGS CRAWLING ON DONUTS, THE FFT, AND
~60 LINES OF C CODE 176
8.4 FOUR-DIMENSIONAL TURBULENT VECTOR FIELDS
AND TURBULENCE 186
8.5 DECORATING FLUIDS 189Contents - ix
Chapter 9 - The Little Computers Who Can Handle Fluids 195
Chapter 10 - The Smart Phones That Can Handle Fluids 199
Chapter 11 - Fluid FX: Version 2.0 of Autodesk Fluid 203
Chapter 12 - Show Time! MAYA Fluid Effects 205
Chapter 13 - Fluids on Arbitrary Surfaces 213
Chapter 14 - Control Freaks! How to Make Fluids Do What
We Want 219
14.1 SHOOTING CANNONBALLS IN TWO DIMENSIONS 222
14.2 COMPUTER OPTIMIZERS 223
14.3 THE AD, THE JOINT, AND THE PATH BACK TO THE
OPTIMIZER 233
Chapter 15 - Real Experiments, Computer Experiments,
and Validation 239
15.1 SPHERES ARE SUCH A DRAG 240
15.2 CURLY FLOWS BEHIND SPHERES, WAVY FLOWS IN
TUBES, AND TURBULENT PLUMES BETWEEN PLATES 242
15.2.1 Experiment Number One: Curly Flows behind
Spheres 243
15.2.2 Experiment Number Two: Wavy Flows in Tubes 243
15.2.3 Experiment Number Three: Turbulent Plumes
between Plates 245
Chapter 16 - Epilogue: Let’s Call It Quits 249