Abstract: We describe a technique for generating cartoon style animations of smoke. Our method takes the output of a physically-based simulator and uses it to drive particles that are rendered using a variant of the depth differences technique (originally used for rendering trees). Specific issues we address include the placement and evolution of primitives in the ow and the maintenance of temporal coherence. The results are visually simple, icker-free animations that convey the turbulent, dynamic nature of the gas with simple
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