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Around 1999 um they developed, so a researcher in Canada developed a method of simulating fluids so by fluids we usually mean both smoke and water in this case it was just smoke, and it was very good at capturing very small types of fluids something like smoke or maybe just sorry something like cigarette smoke or maybe just a smoke coming off a campfire but a lot of times in movies people wanted to simulate smoke or fire that looks very large like a volcanic eruption or an explosion of some kind and in order to do this you have to have literally millions of tiny little details on the surface of the smoke that actually make it look extremely large and getting all of these tiny little details used to be extremely difficult so what we developed with wave of turbulence was we came up with a very fast way of actually synthesizing all of these tiny little details very quickly, and it was quick enough that enabled artists to get the look that they wanted for fireballs or her volcanic explosions in enough time that it actually fit into their workflow one of the more dramatic sequences that was used in was if you saw a super 8 there's a large train crash sequence that's one on one of this the large set pieces in that movie so actually most of the explosions in that scene were simulated using our technique also in avatar there's two upcoming movies that's going to be used in so Iron Man 3 and the new Superman movie Man of Steel was also used a second transformers' movie Alice in Wonderland Sherlock Holmes and in total we know of 26 movies usually academics do not receive this award, but we looked at the past academics who had received the award, and it turns out that if you have about a dozen to 20 movies in which your work was used and that seems to be about the threshold for which people start to consider you for this award so when we saw our list to grow to about that size we thought well maybe it's time that we should try to submit for this, and we did, and thankfully we actually got the organ I can tell you that we just had a paper accepted that is an extension of this current work, so the current work was for smoke simulation so fireballs we also would like multi-phase simulations so one that contains not only air with particulate in it but also liquids of water so what we're thinking of is like tidal waves or something like that how can we make something look like a very large water simulation growing up there was a little of attention between do I want to program a computer or if I want to do something a little more artistic and this industry I suppose it's a very nice meeting of these two features and actually the department that I'm in at UC Santa Barbara the media arts and technology program this is exactly the goal that we're looking for how can we take technology, and it's the tic sensibilities and actually come up with useful tools that everyone use to make interesting new content you
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