Modeling the Motion of a Hot, Turbulent Gas Nick Foster and Dimitris Metaxas SIGGRAPH '97 review by Kenneth E. Hoff III Typically gases are modeled and rendered as simple particle systems that require significant effort by the animator in order to appear realistic. This paper presents a physically-based volumetric technique for modeling hot, turbulent gases that can interact with arbitary environments. This paper emphasizes the use of a low-resolution discretization of a very accurate system of gas equations as an efficient strategy for modeling gases in a physically realistic way with minimal user-intervention. Gases exhibit complex inter-rotational motion as a result of complex interactions between areas of different temperature, pressure, and velocity, and with objects in the scene. There model accounts for these visual effects by using a reduced form of the Navier-Stokes equations that considers only convection and drag, and thermal buoyancy. The convection and drag equation models the velocity effects of a gas taken as a system of particles that obey Newtonian laws of motion. External drag forces are computed to create vortex effects (billowing). The compression of the gas is ignored by assuming that the gases are not under extreme pressure. The resulting equation models the change in velocity, the pressure gradient, and the external drag forces. The thermal buoyancy equation models the induced motion resulting from combining of areas of different temperatures. Hot regions surrounded by cooler areas rise against gravitational forces. In order to calculate these "buoyant" forces, the changes in temperature of regions of space must be accounted for. The resulting equations that model velocity, pressure, and temperature are solved by discretizing the space into voxels. These parameters are solved for discrete regions rather than for continuous regions of space. This paper shows that even a fairly coarse grid can result in a very realistic appearing simulation (depending, of course, on the volume rendering strategy employed). The equations are solved in the voxel space using finite differences. Each of the equations are solved for a particular voxel and are rewritten in terms of the neighboring voxels. A method is presented to maintain the accuracy despite the low resolution of the solution. Stability of the system is maintained by restricting the stepsize such that the velocity is sampled enough to be smaller than a voxel grid. The resulting animations look stunningly realistic despite the often obvious discretized look of the surrounding objects that have to be approximated by the voxel grid. However, it is important to note that the interacting objects only need to be voxelized for the gas simulation not for rendering. The small errors will probably go unnoticed since the model will be rendered cleanly and the gas does not show the discretization so obviously. The computational complexity of the algorithm is O(n^3) where the voxelization is a nxnxn cube (not necessarily). However, n is kept very small (around 40-60) since they emphasize the use of coarse voxel grids. This computation time may seem much greater than a typical particle system, but the results are more realistic with virtually no dependence on the skills of the animator to get the proper gas effects.