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Bon Ki Koo

dblp:44/1652 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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
1 paper
Computer animation and physical simulation · 100%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › fluid simulation › multiphase fluid simulation
bubble and foam simulation
0.112007
Bubbling and frothing liquids · ACM Trans. Graph. 2007
Computer animation and physical simulation
fluid simulation
0.112007
Bubbling and frothing liquids · ACM Trans. Graph. 2007
Computer animation and physical simulation
particle-based simulation
0.112007
Bubbling and frothing liquids · ACM Trans. Graph. 2007
Computer animation and physical simulation › fluid simulation › particle-based fluid simulation
smoothed particle hydrodynamics
0.112007
Bubbling and frothing liquids · ACM Trans. Graph. 2007

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

nucleation model · 0.1discrete bubble model · 0.1
YearPublicationVenuePosition
2007 Data perturbation for fewer triangles in marching tetrahedra
Seungtaik Oh, Bon Ki Koo
Graph. Model.2
2007 Bubbling and frothing liquids
abstract
We present a discrete particle based method capable of creating very realistic animations of bubbles in fluids. It allows for the generation (nucleation) of bubbles from gas dissolved in the fluid, the motion of the discrete bubbles including bubble collisions and drag interactions with the liquid which could be undergoing complex free surface motion, the formation and motion of coupled foams and the final dissipation of bubbles. This allows comprehensive simulations of dynamic bubble behavior. The underlying fluid simulation is based on the mesh-free Smoothed Particle Hydrodynamics method. Each particle representing the liquid contains an amount of dissolved gas. Gas is transferred from the continuum fluid model to the discrete bubble model at nucleation sites on the surface of solid bodies. The rate of gas transport to the nucleation sites controls the rate of bubble generation, producing very natural time variations in bubble numbers. Rising bubbles also grow by gathering more gas from the surrounding liquid as they move. This model contains significant bubble scale physics and allows, in principle, the capturing of many important processes that cannot be directly modeled by traditional methods. The method is used here to realistically animate the pouring of a glass of beer, starting with a stream of fresh beer entering the glass, the formation of a dense cloud of bubbles, which rise to create a good head as the beer reaches the top of the glass.
Paul W. Cleary, Soon Hyoung Pyo, Mahesh Prakash, Bon Ki Koo
ACM Trans. Graph.4