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    <title>Fluid Simulation on Miles Macklin</title>
    <link>http://blog.mmacklin.com/tags/fluid-simulation/</link>
    <description>Recent content in Fluid Simulation on Miles Macklin</description>
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    <language>en-us</language>
    <copyright>&amp;copy; 2019 Miles Macklin</copyright>
    <lastBuildDate>Thu, 25 Jul 2013 18:08:59 +0000</lastBuildDate><atom:link href="http://blog.mmacklin.com/tags/fluid-simulation/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>SIGGRAPH slides</title>
      <link>http://blog.mmacklin.com/2013/07/25/siggraph-slides/</link>
      <pubDate>Thu, 25 Jul 2013 18:08:59 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2013/07/25/siggraph-slides/</guid>
      <description>Slides for my SIGGRAPH presentation of Position Based Fluids are available here:
http://mmacklin.com/pbf_slides.pdf
During the presentation I showed videos of some more recent results including two-way coupling of fluids with clothing and rigid bodies. They&#39;re embedded below:




Overall it has been a great SIGGRAPH, I met tons of new people who provided lots of inspiration for new research ideas. Thanks!</description>
    </item>
    
    <item>
      <title>Position Based Fluids</title>
      <link>http://blog.mmacklin.com/2013/04/24/position-based-fluids/</link>
      <pubDate>Wed, 24 Apr 2013 06:33:12 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2013/04/24/position-based-fluids/</guid>
      <description>Position Based Fluids (PBF) is the title of our paper that has been accepted for presentation at SIGGRAPH 2013. I&#39;ve set up a project page where you can download the paper and all the related content here:
http://blog.mmacklin.com/publications
I have continued working on the technique since the submission, mainly improving the rendering, and adding features like spray and foam (based on the excellent paper from the University of Freiburg: Unified Spray, Foam and Bubbles for Particle-Based Fluids).</description>
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    <item>
      <title>Blackbody Rendering</title>
      <link>http://blog.mmacklin.com/2010/12/29/blackbody-rendering/</link>
      <pubDate>Wed, 29 Dec 2010 08:21:08 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2010/12/29/blackbody-rendering/</guid>
      <description>In between bouts of festive over-eating I added support for blackbody emission to my fluid simulator and thought I&#39;d describe what was involved.
Briefly, a blackbody is an idealised substance that gives off light when heated. Planck&#39;s formula describes the intensity of light per-wavelength with units W·sr-1·m-2·m-1 for a given temperature in Kelvins.
Radiance has units W·sr-1·m-2 so we need a way to convert the wavelength dependent power distribution given by Planck&#39;s formula to a radiance value in RGB that we can use in our shader / ray-tracer.</description>
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    <item>
      <title>Adventures in Fluid Simulation</title>
      <link>http://blog.mmacklin.com/2010/11/01/adventures-in-fluid-simulation/</link>
      <pubDate>Tue, 02 Nov 2010 01:34:27 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2010/11/01/adventures-in-fluid-simulation/</guid>
      <description>I have to admit to being simultaneously fascinated and slightly intimidated by the fluid simulation crowd. I&#39;ve been watching the videos on Ron Fedkiw&#39;s page for years and am still in awe of his results, which sometimes seem little short of magic.
Recently I resolved to write my first fluid simulator and purchased a copy of Fluid Simulation for Computer Graphics by Robert Bridson.
Like a lot of developers my first exposure to the subject was Jos Stam&#39;s stable fluids paper and his more accessible Fluid Dynamics for Games presentation, while the ideas are undeniable great I never came away feeling like I truly understood the concepts or the mathematics behind it.</description>
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