Fluid Simulations with Blender and Wavelet Turbulence | Two Minute Papers #1
Creating detailed fluid and smoke simulations in Blender and other modeling software is a slow and laborious process that requires a ton of time and resources. Wavelet Turbulence is a technique that helps achieving similar effects orders of magnitude faster. It is also much lighter on memory and is now widely used in the industry, so it's definitely not an accident that Theodore Kim won an Academy Award (a technical Oscar, if you will) for this SIGGRAPH publication. It is implemented in Blender and is available for everyone free of charge, so make sure to try it out!

In Two Minute Papers, I attempt to bring the most awesome research discoveries to everyone a couple minutes at a time.

Here is a tutorial and a Blender download link to get you started:
http://blender.org/
https://www.youtube.com/watch?v=iV43xNQDOFs

Kim et al.'s Wavelet Turbulence paper is available here:
http://www.cs.cornell.edu/~tedkim/wturb/
Disclaimer: I was not part of this research project, I am merely providing commentary on this work.

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 How can we simulate the motion of fluids and smoke? If we had a block of plastic in our computer program and we would add the laws of physics that control the motion of fluids, it would immediately start behaving like water. In these simulations we're mostly interested in the velocity and the pressure of the fluid. How these quantities exactly change in time? This we need to compute in every point in space, which would take an infinite amount of resources. What we usually do is we try to compute them not everywhere, but in many different places and we try to guess these quantities between these points. By discussing a lot of information is lost. And it still takes a lot of resources. For a really detailed simulation it is not uncommon that one has to wait for days to get only a few seconds of video footage. And this is where wavelet turbulence comes into play. We know exactly what frequencies are lost and where they are lost. And this technique enables us to synthesize this information and that did back very cheaply. This way one can get really detailed simulations at the very reasonable cost. Here are some examples of smoke simulations with and with out wavelet turbulence. It really makes a great difference. It is no accident that the technique won a technical Oscar award. Among many other systems it is implemented in Blender so anyone can give it a try. Make sure to do so because it's lots of fun. The paper and the supplementary video is also available in the description box. This is an amazing paper. Easily one of my favorites. So if you know some math, make sure to take a look and if you don't just enjoy the footage. Thank you for watching and see you next time.
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