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Fluid Simulation for Computer Graphics

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Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow , and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to the actual implementation.

246 pages, Hardcover

First published September 18, 2008

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Robert Bridson

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Profile Image for Philip Rideout.
AuthorÌý4 books3 followers
May 7, 2011
Excellent in-depth treatment from a guy who knows his field. Very little of the book discusses LaGrangian (particle-based) methods, but if you're implementing a Eulerian simulation, this is a good place to start. I also wish that Bridson would cover tetrahedral (i.e., unstructured grid) simulations.
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