While many games and other virtual world applications include
real-time simulation of rigid bodies, fluids and gasses have proven
harder to animate efficiently. This report describes a method for
extending previous work with particle systems to efficiently
simulate smoke that interacts with rigid bodies, using an existing
rigid body simulator. The method is applicable compressible
fluids and gasses other than smoke.
Although the animations produced by this method are not
physically correct, they exhibit the phenomenology of real smoke,
including dissipation, vortices, and compression. The animations
can also be controlled through aesthetically meaningful
parameters like drag and vortex axis. Thus the simulator is wellsuited
to applications where interactive performance and
expressive power are preferred to realism; for example, video
games and rapid development of animation.