My thesis presents a physics-based simulation method for animating sand. To allow
for efficiently scaling up to large volumes of sand, we abstract away the individual
grains and think of the sand as a continuum. In particular we show that an existing
water simulator can-be turned into a sand simulator within frictional regime with
only a few small additions to account for inter-grain and boundary friction, yet with
visually acceptable result.
We also propose an alternative method for simulating fluids. Our core representation
is a cloud of particles, which allows for accurate and flexible surface
tracking and advection. but we use an auxiliary grid to efficiently enforce boundary
conditions and incompressibility. We further address the issue of reconstructing a
surface from particle data to render each frame.Science, Faculty ofComputer Science, Department ofGraduat