Some Theses…

Frank Losasso’s PhD thesis on fluid simulation, which contains previously unpublished work on coupling together SPH and level set based fluid simulations:

Algorithms for Increasing the Efficiency and Fidelity of Fluid Simulation

Eftychios Sifakis’ PhD thesis on face, muscle, speech, and surgery simulation:

Algorithmic Aspects of the Simulation and Control of Computer Generated Human Anatomy Models

Geoffrey Irving’s PhD thesis on a variety of physics simulation topics:

Methods for the Physically-Based Simulation of Solids and Fluids

Update: While I’m doing the thesis thing, here’s a couple slightly older ones that are probably worth a look.

Adam Bargteil’s PhD thesis on liquid surface tracking.

Surface Tracking and Texturing

Bart Adams PhD thesis on point-based graphics:

Point-Based Modeling, Animation and Rendering of Dynamic Objects

Target-driven liquid animation with interfacial discontinuities

We propose a novel method of controlling a multi-phase fluid so that it flows into a target shape in a natural way. To preserve the sharp detail of the target shape, we represent it as an implicit function and construct the level-set of that function. Previous approaches add the target-driven control force as an external term, which then becomes attenuated during the velocity projection step, making the convergence process unstable and causing sharp detail to be lost from the target shape. But we calculate the force on the fluid from the pressure discontinuity at the interface between phases, and integrate the control force into the projection step so as to preserve its effect. The control force is calculated using an enhanced version of the ghost fluid method (GFM), which guarantees that the fluid flows from the source shape and converges into the target shape, while achieving a more natural animation than other approaches. Our control force is merged during the projection step avoiding the need for a post-optimization process to eliminate divergence at the liquid interface. This makes our method easy to implement using existing fluid engines and it incurs little computational overhead. Experimental results show the accuracy and robustness of this technique.

Target-driven liquid animation with interfacial discontinuities

Eulerian Motion Blur

This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable solids, clothes, and several other kinds of objects, and produce satisfactory results. As there is no specific reason to discriminate fluids from the above objects, one may consider applying an existing motion blur technique to render fluids. However, here we show that existing motion blur techniques are intended for simulations carried out in the Lagrangian framework, and are not suited to Eulerian simulations. Then, we propose a new motion blur technique that is suitable for rendering Eulerian simulations.

Eulerian Motion Blur