Particle-based representations have been established as one of the major concepts for fluid animation in computer graphics. While particles initially gained popularity for interactive free-surface scenarios, they have emerged to a versatile technique for state-of-the-art fluid animations. Nowadays, complex scenes with millions of particles, one- and two-way coupled rigid and elastic solids, multiple phases and additional features such as foam or air bubbles can be computed at reasonable expense. This presentation summarizes the state-of-the-art in particle-based fluids and discusses potential future developments.
Matthias Teschner is professor of Computer Science and head of the Computer Graphics group at the University of Freiburg. He received the PhD degree in Electrical Engineering from the University of Erlangen-Nuremberg in 2000. From 2001 to 2004, he was research associate at Stanford University and at the ETH Zurich. His research interests comprise physically-based simulation, computer animation, rendering and computational geometry. Recent research focuses on the development of cutting-edge technology for particle-based fluid simulations which are applied in entertainment technology, computational medicine, robotics, and automotive industry.