The thread is already in development here in here:
http://forums.cgsociety.org/showthread.php?p=6278949#post6278949
There are several competing techniques for liquid simulation with a variety of trade-offs. The most common are Eulerian grid-based methods, smoothed particle hydrodynamics methods, vorticity-based methods, and Lattice Boltzmann methods. These methods originated in the computational fluid dynamics community, and have steadily been adopted by graphics practitioners over the past decade.
In computer graphics, the earliest attempts to solve the Navier-Stokes equations in full 3D came in 1996, by Nick Foster and Dimitris Metaxas. In 1999, Jos Stam published the so-called Stable Fluids method at SIGGRAPH, which exploited a semi-Lagrangian advection technique to provide unconditionally stable behaviour. This allowed for much larger time steps and in general, faster simulations. Blender 3d, uses a stable Lattice Boltzmann method implemented.
Maya uses which method exactly? I know the bases is Navier Stokes. In the market we have these softwares: FlowLine VFX, 3D Aliens, SitniSati, Katachi, Real Flow, Houdini, ILM Zeno and Softimage ICE.
Can someone tell me something about these too? I’m working in solving this question too. I´ll post my studies here when I found some results.
Cheers
