Expression related to blood such as bloodshed and splashes is often treated in the CG field such as games and movie. Along with the improvement of technology and equipment performance, expressions such as blood adhering to objects became realistic and high speed, but on the other hand state change due to time course such as coagulation and discoloration has not been expressed yet. We proposed a method to expand the SPH method, which is a fluid simulation method, to simulate changes in the state of blood over time and aim for more realistic expression of blood. However, our method has a problem of increasing in calculation load. In this research, we accelerated process by voxel division of simulation space and GPU computing.
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