BEGIN:VCALENDAR PRODID:-//Microsoft Corporation//Outlook MIMEDIR//EN VERSION:2.0 BEGIN:VEVENT DTSTART:20151119T171500Z DTEND:20151119T180000Z LOCATION:Ballroom D DESCRIPTION;ENCODING=QUOTED-PRINTABLE:ABSTRACT: Physics simulations for virtual smoke, explosions or water are by now crucial tools for special effects in feature films. Despite their wide spread use, there are central challenges getting these simulations to be controllable, fast enough for practical use and to make them believable. In this talk I will explain simulation techniques for fluids in movies, and why “art directability” is crucial in these settings. A central challenge for virtual special effects is to make them faster. Ideally, previews should be interactive. At the same time, interactive effects are highly interesting for games or training simulators. I will highlight current research in flow capture and data-driven simulation which aims at shifting the computational load from run-time into a pre-computation stage, and give an outlook on future developments in this area. SUMMARY:Virtual and Real Flows: Challenges for Digital Special Effects PRIORITY:3 END:VEVENT END:VCALENDAR