Fluids in Games. Jim Van Verth Insomniac Games

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1 Fluids in Games Jim Van Verth Insomniac Games

2 Introductory Bits General summary with some details Not a fluids expert Theory and examples

3 What is a Fluid? Deformable Flowing Examples Smoke Fire Water

4 What is a Fluid?

5 What is a Fluid?

6 What is a Fluid?

7 Fluid Concepts Fluids have variable density (Density field)

8 Fluid Concepts Fluids flow (Vector field)

9 Fluid Concepts Need way to represent Density (x) Velocity (u) Sometimes temperature

10 Fluid Concepts Our heroes:

11 Fluid Concepts Our heroes: Navier

12 Fluid Concepts Our heroes: Navier Stokes

13 Fluid Concepts Their creation: " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

14 Fluid Concepts Their creation: " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f THE END!

15 Fluid Concepts Their creation: " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f SERIOUSLY -- WHAT DOES THIS MEAN?

16 Fluid Concepts Want change in velocity field

17 Fluid Concepts Want change in velocity field

18 Fluid Concepts Want change in velocity field

19 Fluid Concepts Want change in velocity field

20 Fluid Concepts What affects it?

21 Fluid Concepts What affects it? External Forces

22 Fluid Concepts What affects it? Viscosity

23 Fluid Concepts What affects it? Advection

24 Fluid Concepts What affects it? Pressure

25 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

26 Fluid Concepts Brief notational diversion " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

27 Fluid Concepts Brief notational diversion " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Gradient (vector along partial derivative)

28 Fluid Concepts Brief notational diversion " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Divergence (real derivative of vec. field)

29 Fluid Concepts Brief notational diversion " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Laplacian (divergence of gradient)

30 Fluid Concepts Brief notational diversion " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Advection operator (transport of flow)

31 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Change in Velocity

32 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Advection

33 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Pressure

34 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Viscosity

35 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f External Forces

36 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f HOLD ON THERE BUCKO

37 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f WHAT S THIS ONE?

38 Fluid Concepts Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Mass Conservation

39 Fluid Concepts In principle then, Navier-Stokes is " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

40 Fluid Concepts In principle then, Navier-Stokes is " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f THE END!

41 Fluid Concepts But not really, of course

42 Fluid Concepts But not really, of course Little tiny detail of implementation

43 Computational Fluid Types Grid-based/Eulerian (Stable Fluids) Particle-based/Lagrangian (Smoothed Particle Hydrodynamics) Surface-based (wave composition)

44 Grid-Based Store density, temp in grid centers

45 Grid-Based Velocity (flow) from centers as well Could also do edges

46 Grid-Based How do we use this? " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

47 Grid-Based Jos Stam devised stable approximation: Stable Fluids, SIGGRAPH 99

48 Grid-Based How do we use this? " u = 0 Must maintain #u #t = $(u ")u $ 1 % "p + &" 2 u + f

49 Grid-Based How do we use this? " u = 0 Idea: compute #u #t = $(u ")u $ 1 % "p + &" 2 u + f

50 Grid-Based How do we use this? " u = 0 Idea: compute #u #t = $(u ")u $ 1 % "p + &" 2 u + f

51 Grid-Based How do we use this? " u = 0 Idea: compute #u #t = $(u ")u $ 1 % "p + &" 2 u + f then project to 0 div field

52 Grid-Based How do we use this? End up with "u "t = P(#(u $)u + %$ 2 u + f)

53 Grid-Based How do we use this? Easy "u "t = P(#(u $)u + %$ 2 u + f)

54 Grid-Based How do we use this? Sparse linear system "u "t = P(#(u $)u + %$ 2 u + f)

55 Grid-Based How do we use this? Sparse linear system "u "t = P(#(u $)u + %$ 2 u + f)

56 Grid-Based How do we use this? Non-linear ugh "u "t = P(#(u $)u + %$ 2 u + f)

57 Grid-Based Updating advection General idea:

58 Grid-Based Updating advection General idea: look at current position

59 Grid-Based Updating advection General idea: follow flow to prev. position

60 Grid-Based Updating advection General idea: get velocity there

61 Grid-Based Updating advection General idea: assign to current position

62 Grid-Based Overview Update velocities based on Forces, then Advection, then Viscosity Project velocities to zero divergence Update densities based on Input sources Velocity Diffusion (similar to viscosity, sometimes not used) Draw it

63 Rendering Grid-Based Build level surface

64 Rendering Grid-Based Determining color, transparency

65 Issues Limited space Water splashes get lost Can be computationally expensive Dampens down But stable

66 Implementation Little Big Planet Death smoke Bubble pop Other smoke effects Hellgate: London GDC09 NVIDIA demo

67 Smoothed Particle Hydrodynamics Approximate fluid with small(er) set of particles

68 SPH Velocities at particles provide flow

69 SPH Idea: treat as particle system

70 SPH Idea: treat as particle system Determine forces

71 SPH Idea: treat as particle system Determine forces Update velocities, positions

72 SPH Weighted average gives density (smoothing kernel)

73 SPH Can also use kernel to get general velocity

74 SPH Usually center at particle

75 SPH Specify width by h h

76 SPH Specify vector from other particles by r r h

77 SPH Example kernel h

78 SPH Common kernel W poly 6 (r,h) = 315 $ (h 2 # r 2 ) 3 % 64"h 9 & 0 0 ' r ' h otherwise

79 SPH Common kernel W poly 6 (r,h) = 315 $ (h 2 # r 2 ) 3 % 64"h 9 & 0 0 ' r ' h otherwise Clamps to zero at boundary

80 SPH Common kernel W poly 6 (r,h) = 315 $ (h 2 # r 2 ) 3 % 64"h 9 & 0 0 ' r ' h otherwise Clamps to zero at boundary Uses length squared

81 SPH General SPH rule A S (x) = " m A j j j # j W (r $ r j,h)

82 SPH General SPH rule A S (x) = " m A j j j # j W (r $ r j,h) Particle mass

83 SPH General SPH rule A S (x) = " m A j j j # j W (r $ r j,h) Quantity at particle j

84 SPH General SPH rule A S (x) = " m A j j j # j W (r $ r j,h) Density at particle j

85 SPH General SPH rule A S (x) = " m A j j j # j W (r $ r j,h) Weighting function

86 SPH Computing density " S (x) = # m " j j W (r $ r j,h) " j j

87 SPH Computing density " S (x) = # m j W (r $ r j,h) j

88 SPH Local pressure p i = k" i k is gas constant

89 SPH Local pressure p i = k" i k is gas constant Can be unstable, so

90 SPH Local pressure (alternative) p i = k(" i # " 0 ) No effect on gradient, more stable

91 SPH Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

92 SPH Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Have fixed # particles and mass, so

93 SPH Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Have fixed # particles and mass, so mass is automatically conserved

94 SPH Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Advection automagically handled by particle update, so

95 SPH Back to Navier-Stokes " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f Advection automagically handled by particle update, so

96 SPH Simplifies to " u = 0 #u #t = $(u ")u $ 1 % "p + &" 2 u + f

97 SPH Simplifies to " dv dt = #$p + µ$ 2 u + "f

98 SPH Functional breakdown " du dt = #$p + µ$ 2 u + "f

99 SPH Functional breakdown " du dt = #$p + µ$ 2 u + "f Change in velocity

100 SPH Functional breakdown " du dt = #$p + µ$ 2 u + "f Pressure

101 SPH Functional breakdown " du dt = #$p + µ$ 2 u + "f Viscosity

102 SPH Functional breakdown " du dt = #$p + µ$ 2 u + "f External forces

103 SPH Compute densities, local pressure Generate forces on particles External Pressure Viscosity Update velocities, positions Render

104 SPH Pressure f i pressure = "#p(r i )

105 SPH Pressure f i pressure = " m p j j j # j $W (r i % r j,h)

106 SPH Pressure f i pressure = " m p j j j # j $W (r i % r j,h) Asymmetric, so

107 SPH Pressure f i pressure = " m p i + p j j j 2# j $W (r i % r j,h) Ensures 2-particle interaction equal

108 SPH Pressure kernel Problem: gradient of poly6 kernel is zero at origin

109 SPH Pressure kernel Problem: gradient of poly6 kernel is zero at origin

110 SPH Pressure kernel W spiky (r,h) = 15 $ (h # r) 3 % "h 6 & 0 0 ' r ' h otherwise

111 SPH Viscosity f i viscosity = µ" 2 v(r i )

112 SPH Viscosity f viscosity i = µ " m v j j $ 2 W (r i % r j,h) # j j

113 SPH Viscosity f viscosity i = µ " m v j j $ 2 W (r i % r j,h) # j Also asymmetric, so j

114 SPH Viscosity f viscosity i = µ " m v j # v i j % 2 W (r i # r j,h) $ j j Ensures 2-particle interaction opposite

115 SPH Viscosity kernel W viscosity (r,h) = 15 $ # r 3 & 2"h 3 2h + r2 3 h + h % 2 2r #1 '& 0 0 ( r ( h otherwise

116 SPH Rendering Marching cubes (using smoothing kernel) Blobs around particles/splatting

117 SPH Implementations Takahiro Harada Kees van Kooten (Playlogic) NVIDIA PhysX Rama Hoetzlein* (SPH Fluids 2.0) Takashi AMADA* * Source code available

118 SPH Issues Need a lot of particles Computing level surface can be a pain Can be difficult to get stable simulation

119 SPH Improvements Spatial hashing Variable kernel width CFD/SPH Hybrid CFD manages general flow SPH splashes

120 Surface Simulation Idea: for water, all we care about is the airwater boundary (level surface) Why simulate the rest? This is what Insomniac R20 system does

121 R20 Done by Mike Day, based on Titanic water Basic idea: convolve sinusoids procedurally * = Much cheaper to multiply in frequency domain and do FFT (assuming periodic)

122 R2O Review Sinusoid in spatial domain

123 R2O Review Can represent as magnitude+phase in frequency slot

124 R2O Review Requires periodic function FFT

125 R2O Review Multiple sinusoids end up at multiple entries FFT

126 R2O Wave speed dependant on wavelength

127 R2O Wave speed dependant on wavelength

128 R2O Wave speed dependant on wavelength

129 R2O Wave speed dependant on wavelength

130 R2O Wave speed dependant on wavelength I.e. phases update at different rates AKA dispersion

131 R2O General procedure Start with convolved data in (r,!) form Update phase angles for each sinusoid Angular velocity*dt Dependent on frequency Do inverse FFT to get spatial result

132 R2O FFT kernel limited to 32x32 Combine multiple levels via LOD height field scheme Gives high detail close to camera

133 R2O Interactive waves Just adding in splashes looks fake Instead, do some more FFT trickery so all our work occurs in the same domain Non-periodic, so have to manage edges Gives nice dispersion effects

134 R2O Rendering Rendered as height field mesh Add normal map for detail Cube map/frame buffer map for reflections Distortion effect for refractions

135 R2O Nifty video

136 References Jos Stam, Stable Fluids, SIGGRAPH 1999 Mattias Müller, et. al, Particle-Based Fluid Simulation for Interactive Applications, SIGGRAPH Symposium on Computer Animation 2003 Jerry Tessendorf, Simulating Ocean Water, SIGGRAPH Course Notes.

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