One-Step Flow Maps for Real-Time Fluid Simulation with Dynamic Boundaries
Author(s)
Sun, Yutong
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Abstract
As modern Graphics Processing Unit (GPU) evolve, video games are adopting more advanced rendering technologies to produce high-fidelity image synthesis. To match this visual aesthetic, the physical simulation of dynamic effects is also required to achieve a higher degree of realism. This thesis introduces a high-precision fluid simulation method, flow map-based fluids, into the real-time graphics pipeline. The goal is to produce high quality, high vorticity smoke simulations suitable for video games, all while maintaining interactive frame rates. To achieve this, we first simplify the original, computationally expensive method by proposing a One-Step Flow Map (OFM). This modification reduces the cost of the high-precision simulation by using only a single integration sub-step per timestep. Furthermore, we combine our OFM solver with a real-time mesh voxelization pipeline. This allows solid objects, represented by standard triangle meshes, to apply dynamic boundary conditions to the fluid. By enabling the fluid to realistically interact with moving objects in the scene, this method significantly enhances the physical immersion of the simulation.
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Date
2025-12
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Text
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Thesis (Masters Degree)