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Every velocity field is the sum of an incompressible field and a gradient field (top). To obtain an incompressible field we simply subtract the gradient field from our current velocities (bottom).  

Every velocity field is the sum of an incompressible field and a gradient field (top). To obtain an incompressible field we simply subtract the gradient field from our current velocities (bottom).  

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In this paper we present a simple and rapid implementation of a fluid dynamics solver for game engines. Our tools can greatly enhance games by providing realistic fluid-like effects such as swirling smoke past a moving character. The potential applications are endless. Our algorithms are based on the physical equations of fluid flow, namely the Nav...

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... A realistic and stable real-time representation of fluid has been a long-standing research issue in the field of Computer Graphics [1][2][3][4]. MC (Marching Cubes), a representative method for representing the surface of fluids, has the disadvantage of losing the model's sharp features [5]. DC (Dual Contouring), which overcomes this drawback, can accurately represent sharp features of objects using QEF (Quadratic Error Function), but surface normalization must precede to calculate the appropriate vertex positions [6]. ...
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