e****r 发帖数: 166 | 1 you can see jos stam's nasty long hair:O)
but i wonder why they haven't implement water simulaton in Nick Foster and
Ron Fedkiw's paper for maya, now maya only has ocean shader for water,
which is not a pbm method. maybe because Jos stam is only interested
in smoke,hehe.
http://www.alias.com/eng/community/movie_gallery/making_fluids.jhtml | r*****y 发帖数: 507 | 2 paper is just paper, even published in siggraph .
Maybe it is not robust, or too slow or other resons.
paper only need work on several examples, while products have high requirements.
btw, fedkiw every year publish something connected to water, smoke etc..
he doesn't feel boring?
【在 e****r 的大作中提到】 : you can see jos stam's nasty long hair:O) : but i wonder why they haven't implement water simulaton in Nick Foster and : Ron Fedkiw's paper for maya, now maya only has ocean shader for water, : which is not a pbm method. maybe because Jos stam is only interested : in smoke,hehe. : http://www.alias.com/eng/community/movie_gallery/making_fluids.jhtml
| e****r 发帖数: 166 | 3 the free surface liquid is not that easy, especially
tracking the surface. however the levelset method is robust enough to
handle such problem, and it's been widely used in production. recent
movies such as: T3, hellboy, shrek2, to name a few.
control is another issue(not only for
fluid, all other pbm face this problem), with some fluid
control papers this year, seems people begin to find some decent
solutions. i don't know why fedkiw doesn't feel boring, maybe because
nobody can make such a hi
【在 r*****y 的大作中提到】 : paper is just paper, even published in siggraph . : Maybe it is not robust, or too slow or other resons. : paper only need work on several examples, while products have high requirements. : btw, fedkiw every year publish something connected to water, smoke etc.. : he doesn't feel boring?
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