Nils Thürey, who brought fluid simulation to Blender, has done it again! He’s co-author of a paper titled ‘Wavelet Turbulence for Fluid Simulation’, an algorithm which creates stunning smoke effects. Even though the algorithm is not implemented in Blender yet, the code is already available. Check out their site for some stunning videos!
Abstract from the paper:
We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.
Ton Roosendaal comments:
“Best news is that the code has been released as gpl! Blender developer Daniel Genrich is very interested in looking at integrating it, not to mention I would love to see it as Durian vfx!”
Link:
- Wavelet Turbulence for Fluid Simulation. Includes full paper + stunning videos/

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