粒子法について

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#contents
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*代表的な粒子法 [#p7539be3]
**SPH [#i427db04]
Smoothed Particle Hydrodynamics. 圧縮流体向き.

-[[SPH法の理論]]
-[[SPH法の実装(GPU実装含む)]]
-[[SPH法の重み関数]]

-[[Position Based Fluid]]

**MPS [#h9b2b6e2]
Moving Particle Semi-implicit method. 非圧縮流体向き.

-[[MPS法の理論]]

**DEM [#a7b984dc]
Distinct Element Method or Discrete Element Method. 
日本語では個別要素法.

*表面生成手法 [#p6a36552]

**表面陰関数 [#c0414efe]
-Mullerのカラー関数&note{Muller2003:M. Muller, D. Charypar and M. Gross, Particle-based Fluid Simulation for Interactive Applications, Proc. SCA2003, pp.154-159, 2003.};
-Zhu and Bridsonの方法&note{Zhu2005:Y. Zhu and R. Bridson, Animating sand as a fluid, Proc. SIGGRAPH 2005, pp.965-971, 2005.};
-Adamsらの方法&note{Adams2007:B. Adams, M. Pauly, R. Keiser and L. J. Guibas, Adaptively sampled particle fluids, Proc. SIGGRAPH2007, 48, 2007.};
-[[Anisotropic Kernel]]&note{Yu2010:J. Yu and G. Turk, Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels, In Proceedings of the 2010 ACM SIGGRAPH/Eurographics symposium on Computer animation, 2010.};

-アップサンプリング&note{Solenthaler2007:B. Solenthaler, Y. Zhang and R. Pajarola, Efficient Refinement of Dynamic Point Data, Proc. Eurographics/IEEE VGTC Symposium on Point-Based Graphics, 2007.};

**メッシュ生成 [#v30eee36]
-Marching Cubes(MC)&note{Lorensen1987:W. E. Lorensen and H. E. Cline, Marching cubes: a high resolution 3D surface construction algorithm, Computer Graphics (Proc. SIGGRAPH '87), 21, 163-169, 1987.};
-Regularised marching tetrahedra(RMT)&note{Treece1999:G. M. Treece, R. W. Prager and A. H. Gee, Regularised marching tetrahedra: improved isosurface extraction, Computers and Graphics, 23, pp.583-598, 1999.};
-[[Screen Space Mesh]]&note{Muller2007:M. Muller, S. Schirm and S. Duthaler, Screen space meshes, Proc. SCA2007, pp.9-15, 2007.};,&note{Laan2009:W. J. van der Laan, S. Green and M. Sainz, Screen space fluid rendering with curvature flow, Proc. 2009 symposium on Interactive 3D graphics and games, pp.91-98, 2009.};

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