THESIS
2004
x, 71 leaves : ill. ; 30 cm
Abstract
Explosion effects are widely used in movies and the game industry. Popular methods in computer graphics synthesize these effects by computing a velocity and temperature field based on fluid dynamics, such that smoke and fire behave realistically. In this kind of physics- based simulation, long computation time and accurate setting of parameters are generally required in order to obtain a desirable result. Due to this restriction, it is usually difficult for the animator to control and model a particular explosion....[
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Explosion effects are widely used in movies and the game industry. Popular methods in computer graphics synthesize these effects by computing a velocity and temperature field based on fluid dynamics, such that smoke and fire behave realistically. In this kind of physics- based simulation, long computation time and accurate setting of parameters are generally required in order to obtain a desirable result. Due to this restriction, it is usually difficult for the animator to control and model a particular explosion.
This thesis illustrates a straight-forward method for editing physics-based explosions. Rather than controlling an explosion's behavior via simulation parameters and external forces, we allow the user to directly warp the flow-field and temperature values computed by an initial simulation. A particle-system is then played back through the altered simulation to produce a new explosion that reflects the look and behavior specified by the user. This simple approach provides a flexible method to edit and author convincing explosions that are otherwise difficult to predict and control.
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