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Nick Rasmussen

dblp:48/6196 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.122005
A vortex particle method for smoke, water and explosions · ACM Trans. Graph. 2005
Smoke simulation for large scale phenomena · ACM Trans. Graph. 2003
Computer animation and physical simulation › fluid simulation › particle-based fluid simulation
vortex particle method
0.112005
A vortex particle method for smoke, water and explosions · ACM Trans. Graph. 2005
Computer animation and physical simulation › fluid simulation
smoke simulation
0.012003
Smoke simulation for large scale phenomena · ACM Trans. Graph. 2003

Methods — techniques the papers use, named apart from their topics

vorticity confinement · 0.1lagrangian vortex particle method · 0.1eulerian grid method · 0.1particle simulation · 0.0kolmogorov velocity field · 0.0
YearPublicationVenuePosition
2005 A vortex particle method for smoke, water and explosions
abstract
Vorticity confinement reintroduces the small scale detail lost when using efficient semi-Lagrangian schemes for simulating smoke and fire. However, it only amplifies the existing vorticity, and thus can be insufficient for highly turbulent effects such as explosions or rough water. We introduce a new hybrid technique that makes synergistic use of Lagrangian vortex particle methods and Eulerian grid based methods to overcome the weaknesses of both. Our approach uses vorticity confinement itself to couple these two methods together. We demonstrate that this approach can generate highly turbulent effects unachievable by standard grid based methods, and show applications to smoke, water and explosion simulations.
Andrew Selle, Nick Rasmussen, Ronald Fedkiw
ACM Trans. Graph.2
2003 Smoke simulation for large scale phenomena
abstract
In this paper, we present an efficient method for simulating highly detailed large scale participating media such as the nuclear explosions shown in figure 1. We capture this phenomena by simulating the motion of particles in a fluid dynamics generated velocity field. A novel aspect of this paper is the creation of highly detailed three-dimensional turbulent velocity fields at interactive rates using a low to moderate amount of memory. The key idea is the combination of two-dimensional high resolution physically based flow fields with a moderate sized three-dimensional Kolmogorov velocity field tiled periodically in space.
Nick Rasmussen, Duc Quang Nguyen, Willi Geiger, Ronald Fedkiw
ACM Trans. Graph.1