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Glu3D is a plugin that simulates fluid effects inside the 3dsmax and Maya 3D modelling programs.
Glu3d uses SPH, or Smoothed particle hydrodynamics to solve fluid simulations. Adjustments can be made to the collision geometry by modifying the Friction, Adherence, Bounce and Collision GAP values to each object.
PWrapper is a polygonal mesh surface generator that works in conjunction with glu3D particles to generate a mesh surrounding the particles in realtime. This helps to give a liquid behavior to any particle set with no need to wait for inter-particle interaction calculation times.
Glu3d is also able to generate image sequences called Wetmaps that simulate the wet surface of an object. Wetmaps, if enabled, are generated in a per-object basis, which means that every object has its own wetmap sequence, that is created based on the objects UV Mapping
A collision is the event in which two or more bodies exert forces on each other in about a relatively short time. Although the most common use of the word collision refers to incidents in which two or more objects collide with great force, the scientific use of the term implies nothing about the magnitude of the force.
Blender is a free and open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, and computer games. Blender's features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, rendering, motion graphics, video editing, and compositing.
Streamlines, streaklines and pathlines are field lines in a fluid flow. They differ only when the flow changes with time, that is, when the flow is not steady. Considering a velocity vector field in three-dimensional space in the framework of continuum mechanics, we have that:
Computational fluid dynamics (CFD) is a branch of fluid mechanics that uses numerical analysis and data structures to analyze and solve problems that involve fluid flows. Computers are used to perform the calculations required to simulate the free-stream flow of the fluid, and the interaction of the fluid with surfaces defined by boundary conditions. With high-speed supercomputers, better solutions can be achieved, and are often required to solve the largest and most complex problems. Ongoing research yields software that improves the accuracy and speed of complex simulation scenarios such as transonic or turbulent flows. Initial validation of such software is typically performed using experimental apparatus such as wind tunnels. In addition, previously performed analytical or empirical analysis of a particular problem can be used for comparison. A final validation is often performed using full-scale testing, such as flight tests.
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.
The particle-in-cell (PIC) method refers to a technique used to solve a certain class of partial differential equations. In this method, individual particles in a Lagrangian frame are tracked in continuous phase space, whereas moments of the distribution such as densities and currents are computed simultaneously on Eulerian (stationary) mesh points.
Smoothed-particle hydrodynamics (SPH) is a computational method used for simulating the mechanics of continuum media, such as solid mechanics and fluid flows. It was developed by Gingold and Monaghan and Lucy in 1977, initially for astrophysical problems. It has been used in many fields of research, including astrophysics, ballistics, volcanology, and oceanography. It is a meshfree Lagrangian method, and the resolution of the method can easily be adjusted with respect to variables such as density.
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics, soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games, in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
Truevision3D is a commercial computer software 3D engine first created by Sylvain Dupont in 1999.
Direct Simulation Monte Carlo (DSMC) method uses probabilistic simulation to solve the Boltzmann equation for finite Knudsen number fluid flows.
Mesh generation is the practice of creating a mesh, a subdivision of a continuous geometric space into discrete geometric and topological cells. Often these cells form a simplicial complex. Usually the cells partition the geometric input domain. Mesh cells are used as discrete local approximations of the larger domain. Meshes are created by computer algorithms, often with human guidance through a GUI, depending on the complexity of the domain and the type of mesh desired. The goal is to create a mesh that accurately captures the input domain geometry, with high-quality (well-shaped) cells, and without so many cells as to make subsequent calculations intractable. The mesh should also be fine in areas that are important for the subsequent calculations.
UV mapping is the 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" is used in calculating quaternion rotations, a common operation in computer graphics.
Soft-body dynamics is a field of computer graphics that focuses on visually realistic physical simulations of the motion and properties of deformable objects. The applications are mostly in video games and films. Unlike in simulation of rigid bodies, the shape of soft bodies can change, meaning that the relative distance of two points on the object is not fixed. While the relative distances of points are not fixed, the body is expected to retain its shape to some degree. The scope of soft body dynamics is quite broad, including simulation of soft organic materials such as muscle, fat, hair and vegetation, as well as other deformable materials such as clothing and fabric. Generally, these methods only provide visually plausible emulations rather than accurate scientific/engineering simulations, though there is some crossover with scientific methods, particularly in the case of finite element simulations. Several physics engines currently provide software for soft-body simulation.
3D computer graphics, or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images. The resulting images may be stored for viewing later or displayed in real time.
RealFlow is a fluid and dynamics simulation tool for the 3D and visual effects industry, developed by Next Limit Technologies in Madrid, Spain. This stand-alone application can be used in conjunction with other 3D programs to simulate fluids, water surfaces, fluid-solid interactions, rigid bodies, soft bodies and meshes. In 2008, Next Limit Technologies was awarded a Technical Achievement Award by the Academy of Motion Picture Arts and Sciences for their development of the RealFlow software and its contribution to the production of motion pictures. In 2015, Next Limit Technologies announced the upcoming release of RealFlow Core for Cinema 4D.
The material point method (MPM) is a numerical technique used to simulate the behavior of solids, liquids, gases, and any other continuum material. Especially, it is a robust spatial discretization method for simulating multi-phase (solid-fluid-gas) interactions. In the MPM, a continuum body is described by a number of small Lagrangian elements referred to as 'material points'. These material points are surrounded by a background mesh/grid that is used only to calculate gradient terms such as the deformation gradient. Unlike other mesh-based methods like the finite element method, finite volume method or finite difference method, the MPM is not a mesh based method and is instead categorized as a meshless/meshfree or continuum-based particle method, examples of which are smoothed particle hydrodynamics and peridynamics. Despite the presence of a background mesh, the MPM does not encounter the drawbacks of mesh-based methods which makes it a promising and powerful tool in computational mechanics.
Seamless3d is an open-source 3D modeling software available under the MIT license.
The moving particle semi-implicit (MPS) method is a computational method for the simulation of incompressible free surface flows. It is a macroscopic, deterministic particle method developed by Koshizuka and Oka (1996).
Synopsys Simpleware ScanIP is a 3D image processing and model generation software program developed by Synopsys Inc. to visualise, analyse, quantify, segment and export 3D image data from magnetic resonance imaging (MRI), computed tomography (CT), microtomography and other modalities for computer-aided design (CAD), finite element analysis (FEA), computational fluid dynamics (CFD), and 3D printing. The software is used in the life sciences, materials science, nondestructive testing, reverse engineering and petrophysics.
Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies. Although off-line simulation methods exist to solve most all of the problems studied in physically-based animation, these methods are intended for applications that necessitate physical accuracy and slow, detailed computations. In contrast to methods common in offline simulation, techniques in physically based animation are concerned with physical plausibility, numerical stability, and visual appeal over physical accuracy. Physically based animation is often limited to loose approximations of physical behaviors because of the strict time constraints imposed by interactive applications. The target frame rate for interactive applications such as games and simulations is often 25-60 hertz, with only a small fraction of the time allotted to an individual frame remaining for physical simulation. Simplified models of physical behaviors are generally preferred if they are more efficient, easier to accelerate, or satisfy desirable mathematical properties. Fine details are not important when the overriding goal of a visualization is aesthetic appeal or the maintenance of player immersion since these details are often difficult for humans to notice or are otherwise impossible to distinguish at human scales.