{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,17]],"date-time":"2026-01-17T06:19:47Z","timestamp":1768630787904,"version":"3.49.0"},"reference-count":52,"publisher":"Association for Computing Machinery (ACM)","issue":"4","license":[{"start":{"date-parts":[[2009,12,1]],"date-time":"2009-12-01T00:00:00Z","timestamp":1259625600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Comput. Entertain."],"published-print":{"date-parts":[[2009,12]]},"abstract":"<jats:p>In this work, we focus on fluid modeling and animation via lattice methods for computer games. We consider two approaches in this area: a Lattice Gas Cellular Automata (LGCA) technique and the Lattice Boltzmann (LBM) Method. LGCAs are discrete models based on point particles that move on a lattice according to suitable and simple rules in order to mimic a fully molecular dynamics. The LBM method is based on the fundamental idea of constructing simplified kinetic models, which incorporates the essential physics of microscopic processes so that the macroscopic averaged properties satisfy macroscopic equations. In this article, we present two animating frameworks based on the above-mentioned lattice methods. Both frameworks are composed of two models: (a) a 3D fluid animation technique; and (b) a GPU surface flow animation over terrain models. In the first framework, item (a) is performed through a LGCA, while in the second one we applied the LBM. In this work we highlight the advantages of these approaches for computer game applications. In the experimental results, we emphasize the simplicity and power of the presented models when combined with efficient techniques for rendering, and compare them in terms of efficiency.<\/jats:p>","DOI":"10.1145\/1658866.1658875","type":"journal-article","created":{"date-parts":[[2010,1,5]],"date-time":"2010-01-05T15:05:08Z","timestamp":1262703908000},"page":"1-29","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":2,"title":["Lattice methods for fluid animation in games"],"prefix":"10.1145","volume":"7","author":[{"given":"Sicilia F.","family":"Judice","sequence":"first","affiliation":[{"name":"National Laboratory for Scientific Computing, Petropolis\/RJ, Brazil"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Bruno Barcellos S.","family":"Coutinho","sequence":"additional","affiliation":[{"name":"National Laboratory for Scientific Computing, Petropolis\/RJ, Brazil"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Gilson A.","family":"Giraldi","sequence":"additional","affiliation":[{"name":"National Laboratory for Scientific Computing, Petropolis\/RJ, Brazil"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2010,1]]},"reference":[{"key":"e_1_2_2_1_1","volume-title":"Proceedings of the IX Symposium on Virtual an Augmented Reality (SVR","author":"Barcellos B.","year":"2007"},{"key":"e_1_2_2_2_1","unstructured":"Barcellos B. Giraldi G. A. Apolinario A. L. and Rodrigues P. S. S. 2008. GPU surface flow simulation and multiresolution animation in digital terrain models. Tech. Rep. National Laboratory of Scientific Computing.  Barcellos B. Giraldi G. A. Apolinario A. L. and Rodrigues P. S. S. 2008. GPU surface flow simulation and multiresolution animation in digital terrain models. Tech. Rep. National Laboratory of Scientific Computing."},{"key":"e_1_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/1276377.1276502"},{"key":"e_1_2_2_4_1","doi-asserted-by":"publisher","DOI":"10.1016\/0370-1573(92)90090-M"},{"key":"e_1_2_2_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/1198555.1198572"},{"key":"e_1_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.1002\/(SICI)1097-0363(19980330)26:6<657::AID-FLD669>3.0.CO;2-E"},{"key":"e_1_2_2_7_1","doi-asserted-by":"publisher","DOI":"10.1146\/annurev.fluid.30.1.329"},{"key":"e_1_2_2_8_1","doi-asserted-by":"crossref","unstructured":"Chopard B. and Droz M. 1998. Cellular Automata Modeling of Physical Systems. Cambridge University Press.  Chopard B. and Droz M. 1998. Cellular Automata Modeling of Physical Systems. Cambridge University Press.","DOI":"10.1017\/CBO9780511549755"},{"key":"e_1_2_2_9_1","unstructured":"DeLoura M. A. 2004. Game Programming Gems. Charles River Media Cambridge MA.   DeLoura M. A. 2004. Game Programming Gems. Charles River Media Cambridge MA."},{"key":"e_1_2_2_10_1","doi-asserted-by":"publisher","DOI":"10.1145\/1103900.1103932"},{"key":"e_1_2_2_11_1","unstructured":"Doolen G. 1990. Lattice Gas Method for Partial Differential Equations. Addison-Wesley Reading MA.  Doolen G. 1990. Lattice Gas Method for Partial Differential Equations. Addison-Wesley Reading MA."},{"key":"e_1_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/566654.566645"},{"key":"e_1_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/383259.383261"},{"key":"e_1_2_2_14_1","doi-asserted-by":"publisher","DOI":"10.1145\/258734.258838"},{"key":"e_1_2_2_15_1","doi-asserted-by":"publisher","DOI":"10.1103\/PhysRevLett.56.1505"},{"key":"e_1_2_2_16_1","unstructured":"Frisch U. D'Humi\u00e8res D. Hasslacher B. Lallemand P. Pomeau Y. and Rivet J.-P. 1987. Lattice gas hidrodynamics in two and three dimension. In Complex Systems 649--707.  Frisch U. D'Humi\u00e8res D. Hasslacher B. Lallemand P. Pomeau Y. and Rivet J.-P. 1987. Lattice gas hidrodynamics in two and three dimension. In Complex Systems 649--707."},{"key":"e_1_2_2_17_1","unstructured":"Genevaux O. Habibi A. and Dischler J.-M. 2003. Simulating fluid-solid interaction. In Graphics Interface. A.K. Peters Ltd.  Genevaux O. Habibi A. and Dischler J.-M. 2003. Simulating fluid-solid interaction. In Graphics Interface. A.K. Peters Ltd."},{"key":"e_1_2_2_18_1","volume-title":"Proceedings of the CNMAC","author":"Giraldi G.","year":"2005"},{"key":"e_1_2_2_19_1","unstructured":"GPU. 2005. GPU Gems 2. M. Pharr (ed.) Addison Wesley Reading MA.  GPU. 2005. GPU Gems 2. M. Pharr (ed.) Addison Wesley Reading MA."},{"key":"e_1_2_2_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/1186822.1073299"},{"key":"e_1_2_2_21_1","unstructured":"Hirsch C. 1988. Numerical Computation of Internal and External Flows: Fundamentals of Numerical Discretization. Wiley.   Hirsch C. 1988. Numerical Computation of Internal and External Flows: Fundamentals of Numerical Discretization. Wiley."},{"key":"e_1_2_2_22_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.future.2004.05.026"},{"key":"e_1_2_2_23_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.future.2003.12.008"},{"key":"e_1_2_2_24_1","volume-title":"Proceedings of the Brazilian Symposium on Computer Games and Digital Entertainment, 169--176","author":"Judice S. F."},{"key":"e_1_2_2_25_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.tcs.2004.11.021"},{"key":"e_1_2_2_26_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8659.2005.00893.x"},{"key":"e_1_2_2_27_1","doi-asserted-by":"crossref","unstructured":"Lafe O. 2000. Cellular Automata Transforms: Theory and Applications in Multimedia Compression Encryption and Modeling. Kluwer Academic Amsterdam.   Lafe O. 2000. Cellular Automata Transforms: Theory and Applications in Multimedia Compression Encryption and Modeling. Kluwer Academic Amsterdam.","DOI":"10.1007\/978-1-4615-4365-7_4"},{"key":"e_1_2_2_28_1","unstructured":"Li W. Fan Z. Wei X. and Kaufman A. 2005. Flow simulation with complex boundaries. In GPU Gems II: Programming Techniques for High-Performance Graphics and General-Purpose Computation M. Pharr (ed.) Addison-Wesley Reading MA 747--764.   Li W. Fan Z. Wei X. and Kaufman A. 2005. Flow simulation with complex boundaries. In GPU Gems II: Programming Techniques for High-Performance Graphics and General-Purpose Computation M. Pharr (ed.) Addison-Wesley Reading MA 747--764."},{"key":"e_1_2_2_29_1","doi-asserted-by":"crossref","unstructured":"Liu G. R. and Liu M. B. 2003. Smoothed Particle Hydrodynamics: A Mesh-free Particle Method. World Scientific.  Liu G. R. and Liu M. B. 2003. Smoothed Particle Hydrodynamics: A Mesh-free Particle Method. World Scientific.","DOI":"10.1142\/9789812564405"},{"key":"e_1_2_2_30_1","first-page":"2332","article-title":"Use of the Boltzmann equation to simulate lattice-gas automata","volume":"61","author":"McNamara G. G.","year":"1988","journal-title":"Phys. Rev."},{"key":"e_1_2_2_31_1","unstructured":"Monitzer A. 2008. Fluid simulation on the GPU with complex obstacles using the lattice Boltzmann method. Master's thesis Vienna University of Technology.  Monitzer A. 2008. Fluid simulation on the GPU with complex obstacles using the lattice Boltzmann method. Master's thesis Vienna University of Technology."},{"key":"e_1_2_2_32_1","volume-title":"Proceedings of the ACM SIGGRAPH Symposium on Computer Animation. ACM","author":"M\u00fcller M."},{"key":"e_1_2_2_33_1","doi-asserted-by":"publisher","DOI":"10.1145\/1028523.1028542"},{"key":"e_1_2_2_34_1","doi-asserted-by":"publisher","DOI":"10.5555\/1011146.1011149"},{"key":"e_1_2_2_35_1","unstructured":"Nealen A. M\u00fcller M. Keiser R. Boxerman E. and Carlson M. 2005. Physically based deformable models in computer graphics. In Eurographics 2005 State of The Art Report (STAR).  Nealen A. M\u00fcller M. Keiser R. Boxerman E. and Carlson M. 2005. Physically based deformable models in computer graphics. In Eurographics 2005 State of The Art Report (STAR)."},{"key":"e_1_2_2_36_1","doi-asserted-by":"crossref","unstructured":"Pazzis O. de Hardy J. and Pomeau Y. 1976. Molecular dynamics of a classical lattice-gas: transport properties and time correlation functions. Physics Rev. A. 1949--1961.  Pazzis O. de Hardy J. and Pomeau Y. 1976. Molecular dynamics of a classical lattice-gas: transport properties and time correlation functions. Physics Rev. A. 1949--1961.","DOI":"10.1103\/PhysRevA.13.1949"},{"key":"e_1_2_2_37_1","doi-asserted-by":"publisher","DOI":"10.1111\/1467-8659.t01-1-00640"},{"key":"e_1_2_2_38_1","volume-title":"GLUI: A GLUT-Based User Interface Library.","author":"Rademacher P.","year":"1999"},{"key":"e_1_2_2_39_1","doi-asserted-by":"crossref","unstructured":"Rothman D. H. and Zaleski S. 1994. Lattice-gas models of phase separation: Interface phase transition and multiphase flows. Rev. Modern Physics.  Rothman D. H. and Zaleski S. 1994. Lattice-gas models of phase separation: Interface phase transition and multiphase flows. Rev. Modern Physics.","DOI":"10.1103\/RevModPhys.66.1417"},{"key":"e_1_2_2_40_1","doi-asserted-by":"publisher","DOI":"10.1002\/cav.v18:1"},{"key":"e_1_2_2_41_1","doi-asserted-by":"publisher","DOI":"10.1145\/311535.311548"},{"key":"e_1_2_2_42_1","volume-title":"Proceedings of the Game Developer Conference.","author":"Stam J.","year":"2003"},{"key":"e_1_2_2_43_1","doi-asserted-by":"publisher","DOI":"10.1145\/882262.882338"},{"key":"e_1_2_2_44_1","unstructured":"Stewart N. 2006. GLUI User Interface Library.  Stewart N. 2006. GLUI User Interface Library."},{"key":"e_1_2_2_45_1","doi-asserted-by":"crossref","unstructured":"Toffoli T. and Margolus N. 1987. Cellular Automata Machines: A New Environment for Modeling. MIT Press Cambridge MA.   Toffoli T. and Margolus N. 1987. Cellular Automata Machines: A New Environment for Modeling. MIT Press Cambridge MA.","DOI":"10.7551\/mitpress\/1763.001.0001"},{"key":"e_1_2_2_46_1","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2004.1260768"},{"key":"e_1_2_2_47_1","doi-asserted-by":"publisher","DOI":"10.1145\/1185657.1185831"},{"key":"e_1_2_2_48_1","unstructured":"Wolfram S. 1994. Cellular Automata and Complexity. Addison-Wesley Reading MA. http:\/\/www.stephenwolfram.com\/publications\/books\/ca-reprint\/.  Wolfram S. 1994. Cellular Automata and Complexity. Addison-Wesley Reading MA. http:\/\/www.stephenwolfram.com\/publications\/books\/ca-reprint\/."},{"key":"e_1_2_2_49_1","unstructured":"Wright R. S. Lipchak B. and Haemel N. 2007. OpenGL SuperBible (4rd ed.). Addison-Wesley Reading MA.  Wright R. S. Lipchak B. and Haemel N. 2007. OpenGL SuperBible (4rd ed.). Addison-Wesley Reading MA."},{"key":"e_1_2_2_50_1","volume-title":"Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI","author":"Xavier A. V.","year":"2005"},{"key":"e_1_2_2_52_1","doi-asserted-by":"publisher","DOI":"10.1145\/1230100.1230132"},{"key":"e_1_2_2_53_1","doi-asserted-by":"publisher","DOI":"10.1063\/1.869307"}],"container-title":["Computers in Entertainment"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1658866.1658875","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1658866.1658875","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T12:41:02Z","timestamp":1750250462000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1658866.1658875"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2009,12]]},"references-count":52,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2009,12]]}},"alternative-id":["10.1145\/1658866.1658875"],"URL":"https:\/\/doi.org\/10.1145\/1658866.1658875","relation":{},"ISSN":["1544-3574"],"issn-type":[{"value":"1544-3574","type":"electronic"}],"subject":[],"published":{"date-parts":[[2009,12]]},"assertion":[{"value":"2009-01-01","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2009-06-01","order":1,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2010-01-01","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}