아카데미상 영화에서 유체 시뮬레이션 기술
Fluid Simulations in Academy Awarded Movies
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초록
유체 시뮬레이션은 영화나 게임에 등장하는 물, 연기, 불, 폭발, 모래 등과 관련된 애니메이션을 생성하기 위해 유체 운동 방정식을 풀어 형상화하는 컴퓨터 그래픽스 기술이다. 본 리뷰 논문은 유체 시뮬레이션에 대한 최근의 연구 동향을 영화를 중심으로 분석한다. 이를 위해 먼저 컴퓨터 그래픽스 분야에서 유체 시뮬레이션을 하는 방법과 이와 관련된 효율적 속도, 사실적 형상화 등의 기술적 이슈들을 격자 방법과 입자 방법으로 분류하여 설명한다. 다음으로 2008년 Sci-Tech 오스카상을 수상한 유체 시뮬레이션 연구자 및 개발자들의 업적을 중심으로 그들이 제작한 영화 속에 사용된 기술의 특징을 설명한다. 이 과정을 통해 향후 영상 콘텐츠 분야의 유체 시뮬레이션 연구 개발의 발전 방향을 짚어 보면 유체와 변형체나 고체 사이의 상호작용, 상변이에 의한 위상 변화 표현, 유체 기반 크리쳐 생성과 크리쳐와 유체 상호작용 표현 기술이 주목을 받을 것으로 예상한다.
Abstract
Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.
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