ABSTRACT

Chapter 11 began with a discussion of vorticity, and highlighted its importance for turbulent, lively detail, especially in smoke and fire simulations. We will focus just on these scenarios in this chapter, looking at alternative simulation methods which directly work with vorticity. While some of this work is equally applicable to water simulation, experience shows most water simulations don't involve a lot of vorticity, or at least vorticity variation, in the fluid (e.g. the last chapter on ocean waves used the assumption of zero vorticity in the water), and the free surface boundary condition is considerably trickier when working with vorticity. Compared to other topics in this book, this chapter is also a bit less “finished”: I'm including some basics on vortex methods because they show incredible promise for smoke, but there are still tricky issues left to work out for practical fluid simulation in graphics.