Fluids in Games. Jim Van Verth Insomniac Games
|
|
- Jemima Reynolds
- 5 years ago
- Views:
Transcription
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.
Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs)
OBJECTIVE FLUID SIMULATIONS Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs) The basic objective of the project is the implementation of the paper Stable Fluids (Jos Stam, SIGGRAPH 99). The final
More informationRealtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research
1 Realtime Water Simulation on GPU Nuttapong Chentanez NVIDIA Research 2 3 Overview Approaches to realtime water simulation Hybrid shallow water solver + particles Hybrid 3D tall cell water solver + particles
More informationFluid Simulation. [Thürey 10] [Pfaff 10] [Chentanez 11]
Fluid Simulation [Thürey 10] [Pfaff 10] [Chentanez 11] 1 Computational Fluid Dynamics 3 Graphics Why don t we just take existing models from CFD for Computer Graphics applications? 4 Graphics Why don t
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Implicit Surfaces Marching Cubes/Tetras Collision Detection & Response Conservative Bounding Regions backtracking fixing Today Flow Simulations in Graphics Flow
More informationCGT 581 G Fluids. Overview. Some terms. Some terms
CGT 581 G Fluids Bedřich Beneš, Ph.D. Purdue University Department of Computer Graphics Technology Overview Some terms Incompressible Navier-Stokes Boundary conditions Lagrange vs. Euler Eulerian approaches
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Optional Reading for Last Time: Spring-Mass Systems Numerical Integration (Euler, Midpoint, Runge-Kutta) Modeling string, hair, & cloth HW2: Cloth & Fluid Simulation
More informationCS-184: Computer Graphics Lecture #21: Fluid Simulation II
CS-184: Computer Graphics Lecture #21: Fluid Simulation II Rahul Narain University of California, Berkeley Nov. 18 19, 2013 Grid-based fluid simulation Recap: Eulerian viewpoint Grid is fixed, fluid moves
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Pop Worksheet! Teams of 2. Hand in to Jeramey after we discuss. Sketch the first few frames of a 2D explicit Euler mass-spring simulation for a 2x3 cloth network
More informationRealistic Animation of Fluids
1 Realistic Animation of Fluids Nick Foster and Dimitris Metaxas Presented by Alex Liberman April 19, 2005 2 Previous Work Used non physics-based methods (mostly in 2D) Hard to simulate effects that rely
More informationSmoke Simulation using Smoothed Particle Hydrodynamics (SPH) Shruti Jain MSc Computer Animation and Visual Eects Bournemouth University
Smoke Simulation using Smoothed Particle Hydrodynamics (SPH) Shruti Jain MSc Computer Animation and Visual Eects Bournemouth University 21st November 2014 1 Abstract This report is based on the implementation
More informationOverview of Traditional Surface Tracking Methods
Liquid Simulation With Mesh-Based Surface Tracking Overview of Traditional Surface Tracking Methods Matthias Müller Introduction Research lead of NVIDIA PhysX team PhysX GPU acc. Game physics engine www.nvidia.com\physx
More informationParticle-Based Fluid Simulation. CSE169: Computer Animation Steve Rotenberg UCSD, Spring 2016
Particle-Based Fluid Simulation CSE169: Computer Animation Steve Rotenberg UCSD, Spring 2016 Del Operations Del: = x Gradient: s = s x y s y z s z Divergence: v = v x + v y + v z x y z Curl: v = v z v
More informationAnimation of Fluids. Animating Fluid is Hard
Animation of Fluids Animating Fluid is Hard Too complex to animate by hand Surface is changing very quickly Lots of small details In short, a nightmare! Need automatic simulations AdHoc Methods Some simple
More informationCS 231. Fluid simulation
CS 231 Fluid simulation Why Simulate Fluids? Feature film special effects Computer games Medicine (e.g. blood flow in heart) Because it s fun Fluid Simulation Called Computational Fluid Dynamics (CFD)
More informationInteraction of Fluid Simulation Based on PhysX Physics Engine. Huibai Wang, Jianfei Wan, Fengquan Zhang
4th International Conference on Sensors, Measurement and Intelligent Materials (ICSMIM 2015) Interaction of Fluid Simulation Based on PhysX Physics Engine Huibai Wang, Jianfei Wan, Fengquan Zhang College
More informationHardware Accelerated Real-Time Fluid Surface Simulation
Hardware Accelerated Real-Time Fluid Surface Simulation Björn Hellstrandh bjornh@cs.umu.se Jesper Byström c99jbm@cs.umu.se July 1, 2008 Master s Thesis in Computing Science, 2*30 ECTS credits Supervisor
More informationRealistic Animation of Fluids
Realistic Animation of Fluids p. 1/2 Realistic Animation of Fluids Nick Foster and Dimitri Metaxas Realistic Animation of Fluids p. 2/2 Overview Problem Statement Previous Work Navier-Stokes Equations
More informationReal-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology
Real-Time Volumetric Smoke using D3D10 Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Smoke in NVIDIA s DirectX10 SDK Sample Smoke in the game Hellgate London Talk outline: Why 3D fluid simulation
More information2.7 Cloth Animation. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter 2 123
2.7 Cloth Animation 320491: Advanced Graphics - Chapter 2 123 Example: Cloth draping Image Michael Kass 320491: Advanced Graphics - Chapter 2 124 Cloth using mass-spring model Network of masses and springs
More informationDynamical Simulation 1: Particle Systems and ODEs
CS-C3100 Computer Graphics Fall 2017 Jaakko Lehtinen Markus Kettunen Dynamical Simulation 1: Particle Systems and ODEs 1 Futuremark Corp., used with permission Types of Animation Keyframing Procedural
More informationMore Animation Techniques
CS 231 More Animation Techniques So much more Animation Procedural animation Particle systems Free-form deformation Natural Phenomena 1 Procedural Animation Rule based animation that changes/evolves over
More informationShape of Things to Come: Next-Gen Physics Deep Dive
Shape of Things to Come: Next-Gen Physics Deep Dive Jean Pierre Bordes NVIDIA Corporation Free PhysX on CUDA PhysX by NVIDIA since March 2008 PhysX on CUDA available: August 2008 GPU PhysX in Games Physical
More informationInteractive Fluid Simulation using Augmented Reality Interface
Interactive Fluid Simulation using Augmented Reality Interface Makoto Fuisawa 1, Hirokazu Kato 1 1 Graduate School of Information Science, Nara Institute of Science and Technology, 8916-5 Takayama, Ikoma,
More informationCUDA. Fluid simulation Lattice Boltzmann Models Cellular Automata
CUDA Fluid simulation Lattice Boltzmann Models Cellular Automata Please excuse my layout of slides for the remaining part of the talk! Fluid Simulation Navier Stokes equations for incompressible fluids
More informationConstraint fluids in Sprinkle. Dennis Gustafsson Mediocre
Constraint fluids in Sprinkle Dennis Gustafsson Mediocre Sprinkle. Sequel. Put out fires. Makeshift firetruck. Distant moon of Saturn. Fluid sim used at the core. Not only to put out fires -> move obstacles,
More informationPHYSICALLY BASED ANIMATION
PHYSICALLY BASED ANIMATION CS148 Introduction to Computer Graphics and Imaging David Hyde August 2 nd, 2016 WHAT IS PHYSICS? the study of everything? WHAT IS COMPUTATION? the study of everything? OUTLINE
More informationReal-time haptic display of fluids
Mauricio Vines Ottawa, Ontario, K1N 6N5 Canada mvine059@site.uottawa.ca Real-time haptic display of fluids Javier Mora Ottawa, Ontario, K1N 6N5, Canada jmora091@uottawa.ca Won-Sook Lee Ottawa, Ontario,
More informationDivergence-Free Smoothed Particle Hydrodynamics
Copyright of figures and other materials in the paper belongs to original authors. Divergence-Free Smoothed Particle Hydrodynamics Bender et al. SCA 2015 Presented by MyungJin Choi 2016-11-26 1. Introduction
More informationAcknowledgements. Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn. SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar
Philipp Hahn Acknowledgements Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar 2 Outline Motivation Lumped Mass Model Model properties Simulation
More informationInteractive Fluid Simulation Using Augmented Reality Interface
Interactive Fluid Simulation Using Augmented Reality Interface Makoto Fuisawa and Hirokazu Kato Graduate School of Information Science, Nara Institute of Science and Technology, 8916-5 Takayama, Ikoma,
More informationFluid Simulation. Dhruv Kore, Giancarlo Gonzalez, and Jenny Sum CS 488: Introduction to Computer Graphics Professor Angus Forbes
Fluid Simulation Dhruv Kore, Giancarlo Gonzalez, and Jenny Sum CS 488: Introduction to Computer Graphics Professor Angus Forbes 1) Introduction Figure 1.1: Realistic water and ice simulation using Blender,
More informationPreliminary Spray Cooling Simulations Using a Full-Cone Water Spray
39th Dayton-Cincinnati Aerospace Sciences Symposium Preliminary Spray Cooling Simulations Using a Full-Cone Water Spray Murat Dinc Prof. Donald D. Gray (advisor), Prof. John M. Kuhlman, Nicholas L. Hillen,
More informationMass-Spring Systems. Last Time?
Mass-Spring Systems Last Time? Implicit Surfaces & Marching Cubes/Tetras Collision Detection & Conservative Bounding Regions Spatial Acceleration Data Structures Octree, k-d tree, BSF tree 1 Today Particle
More informationComputer animation for fluid simulation of a high viscous fluid melting
2 nd WIETE Annual Conference on Engineering and Technology Education 2011 WIETE Pattaya, Thailand, 25-28 January 2011 Computer animation for fluid simulation of a high viscous fluid melting S. Lertkulvanich
More informationSolidification using Smoothed Particle Hydrodynamics
Solidification using Smoothed Particle Hydrodynamics Master Thesis CA-3817512 Game and Media Technology Utrecht University, The Netherlands Supervisors: dr. ir. J.Egges dr. N.G. Pronost July, 2014 - 2
More informationTopics in Computer Animation
Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old
More informationCUDA/OpenGL Fluid Simulation. Nolan Goodnight
CUDA/OpenGL Fluid Simulation Nolan Goodnight ngoodnight@nvidia.com Document Change History Version Date Responsible Reason for Change 0.1 2/22/07 Nolan Goodnight Initial draft 1.0 4/02/07 Nolan Goodnight
More informationNVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film
NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX
More informationCNM 190, pt 2 Advanced Digital Animation Lec 03 : Art Direction on Madagascar / Effects 1
Jungle shot from Madagascar CNM 190, pt 2 Advanced Digital Animation Lec 03 : Art Direction on Madagascar / Effects 1 Shannon Jeffries, PDI/Dreamworks (Art Director, Madagascar) Marilyn Friedman, PDI/Dreamworks
More informationPhysically Based Simulation and Animation of Gaseous Phenomena in a Periodic Domain
Physically Based Simulation and Animation of Gaseous Phenomena in a Periodic Domain Andrew Nealen Department of Computer Science, University of British Columbia CPSC 533b: Algorithmic Animation, Project
More informationFast Particle Neighbor Searching for Unlimited Scene with Fluid Refraction Improvement
Fast Particle Neighbor Searching for Unlimited Scene with Fluid Refraction Improvement Sio-Kei Im and Ka-Hou Chan Abstract With the popular application of physics-based simulation in virtual reality, real-time
More informationLagrangian methods and Smoothed Particle Hydrodynamics (SPH) Computation in Astrophysics Seminar (Spring 2006) L. J. Dursi
Lagrangian methods and Smoothed Particle Hydrodynamics (SPH) Eulerian Grid Methods The methods covered so far in this course use an Eulerian grid: Prescribed coordinates In `lab frame' Fluid elements flow
More informationWater. Notes. Free surface. Boundary conditions. This week: extend our 3D flow solver to full 3D water We need to add two things:
Notes Added a 2D cross-section viewer for assignment 6 Not great, but an alternative if the full 3d viewer isn t working for you Warning about the formulas in Fedkiw, Stam, and Jensen - maybe not right
More informationA Novel Approach to High Speed Collision
A Novel Approach to High Speed Collision Avril Slone University of Greenwich Motivation High Speed Impact Currently a very active research area. Generic projectile- target collision 11 th September 2001.
More informationAN ADAPTIVE SAMPLING APPROACH TO INCOMPRESSIBLE PARTICLE-BASED FLUID. A Dissertation WOO-SUCK HONG
AN ADAPTIVE SAMPLING APPROACH TO INCOMPRESSIBLE PARTICLE-BASED FLUID A Dissertation by WOO-SUCK HONG Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements
More information3D Simulation of Dam-break effect on a Solid Wall using Smoothed Particle Hydrodynamic
ISCS 2013 Selected Papers Dam-break effect on a Solid Wall 1 3D Simulation of Dam-break effect on a Solid Wall using Smoothed Particle Hydrodynamic Suprijadi a,b, F. Faizal b, C.F. Naa a and A.Trisnawan
More informationParticle Systems. Lecture 8 Taku Komura
Particle Systems Computer Animation and Visualisation Lecture 8 Taku Komura Overview Particle System Modelling fuzzy objects (fire, smoke) Modelling liquid Modelling cloth Integration : implicit integration,
More informationSimulation of Swirling Bubbly Water using Bubble Particles
Noname manuscript No. (will be inserted by the editor) Simulation of Swirling Bubbly Water using Bubble Particles Ho-Young Lee Jeong-Mo Hong Chang-Hun Kim Received: date / Accepted: date Abstract The effect
More informationSimple and Fast Fluids
Simple and Fast Fluids Martin Guay, Fabrice Colin, Richard Egli To cite this version: Martin Guay, Fabrice Colin, Richard Egli. Simple and Fast Fluids. GPU Pro, A.K. Peters, Ltd., 2011, GPU Pro, pp.433-444.
More informationPost Mortem: GPU Accelerated Effects in Borderlands 2
Post Mortem: GPU Accelerated Effects in Borderlands 2 Introduction Speakers: Jim Sanders, FX Director, Gearbox Software Kevin Newkirk, Technical Artist, NVIDIA Welcome to the Borderlands! What is Borderlands2?
More informationA Particle Cellular Automata Model for Fluid Simulations
Annals of University of Craiova, Math. Comp. Sci. Ser. Volume 36(2), 2009, Pages 35 41 ISSN: 1223-6934 A Particle Cellular Automata Model for Fluid Simulations Costin-Radu Boldea Abstract. A new cellular-automaton
More informationShip in a Bottle. 1 Modeling and Rendering the Water. Saket Patkar and Bo Zhu
Ship in a Bottle Saket Patkar and Bo Zhu 1 Modeling and Rendering the Water We decided to get the basic ocean surface through a particle level set fluid simulation. The fluid simulator can only handle
More informationMOTION CONTROL FOR FLUID ANIMATION: FLOW ALONG A CONTROL PATH
MOTION CONTROL FOR FLUID ANIMATION: FLOW ALONG A CONTROL PATH A Thesis Presented in Partial Fulfillment of the Requirements for Graduation with Distinction in the College of Engineering of The Ohio State
More informationCoastal impact of a tsunami Review of numerical models
Coastal impact of a tsunami Review of numerical models Richard Marcer 2 Content Physics to simulate Different approaches of modelling 2D depth average Full 3D Navier-Stokes 3D model Key point : free surface
More informationFLUID SIMULATION. Kristofer Schlachter
FLUID SIMULATION Kristofer Schlachter The Equations Incompressible Navier-Stokes: @u @t = (r u)u 1 rp + vr2 u + F Incompressibility condition r u =0 Breakdown @u @t The derivative of velocity with respect
More informationTheodore Kim Michael Henson Ming C.Lim. Jae ho Lim. Korea University Computer Graphics Lab.
Theodore Kim Michael Henson Ming C.Lim Jae ho Lim Abstract Movie Ice formation simulation Present a novel algorithm Motivated by the physical process of ice growth Hybrid algorithm by three techniques
More informationRobust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface Flows
Copyright of figures and other materials in the paper belong to original authors. Robust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface Flows Xiaowei He et al. ACM SIGGRAPH 2015
More informationCreating Flood Effects in Uncharted 3. Eben Cook VFX Naughty Dog
Creating Flood Effects in Uncharted 3 Eben Cook VFX Artist @ Naughty Dog Me me me BA in Communication Design from UNT Computer Science minor 11 years in the industry. EALA, Naughty Dog I ve been: Concept
More informationCS5610 Final Project : Realistic Water Simulation with opengl
CS5610 Final Project : Realistic Water Simulation with opengl Members: Ben Felsted EunGyoung Han Team Name: gldeepblue() Goal: We had planed on implementing the paper Interactive Animation of Ocean Waves
More informationA Simple Fluid Solver based on the FFT
A Simple Fluid Solver based on the FFT Jos Stam Alias wavefront 1218 Third Ave, 8th Floor, Seattle, WA 98101 Abstract This paper presents a very simple implementation of a fluid solver. Our solver is consistent
More informationThe 3D DSC in Fluid Simulation
The 3D DSC in Fluid Simulation Marek K. Misztal Informatics and Mathematical Modelling, Technical University of Denmark mkm@imm.dtu.dk DSC 2011 Workshop Kgs. Lyngby, 26th August 2011 Governing Equations
More informationParticle-based Fluid Simulation
Simulation in Computer Graphics Particle-based Fluid Simulation Matthias Teschner Computer Science Department University of Freiburg Application (with Pixar) 10 million fluid + 4 million rigid particles,
More informationEfficient Tridiagonal Solvers for ADI methods and Fluid Simulation
Efficient Tridiagonal Solvers for ADI methods and Fluid Simulation Nikolai Sakharnykh - NVIDIA San Jose Convention Center, San Jose, CA September 21, 2010 Introduction Tridiagonal solvers very popular
More informationComparison between incompressible SPH solvers
2017 21st International Conference on Control Systems and Computer Science Comparison between incompressible SPH solvers Claudiu Baronea, Adrian Cojocaru, Mihai Francu, Anca Morar, Victor Asavei Computer
More informationHomogenization and numerical Upscaling. Unsaturated flow and two-phase flow
Homogenization and numerical Upscaling Unsaturated flow and two-phase flow Insa Neuweiler Institute of Hydromechanics, University of Stuttgart Outline Block 1: Introduction and Repetition Homogenization
More informationChapter 3: Computer Animation Reminder: Descriptive animation. Procedural animation : Examples. Towards methods that generate motion?
Chapter 3 : Computer Animation (continued) Chapter 3: Computer Animation Reminder: Descriptive animation Describes a single motion, with manual control Ex: direct kinematics with key-frames, inverse kinematics
More informationParallel GPU-Based Fluid Animation. Master s thesis in Interaction Design and Technologies JAKOB SVENSSON
Parallel GPU-Based Fluid Animation Master s thesis in Interaction Design and Technologies JAKOB SVENSSON Department of Applied Information Technology CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden
More informationThree Dimensional Numerical Simulation of Turbulent Flow Over Spillways
Three Dimensional Numerical Simulation of Turbulent Flow Over Spillways Latif Bouhadji ASL-AQFlow Inc., Sidney, British Columbia, Canada Email: lbouhadji@aslenv.com ABSTRACT Turbulent flows over a spillway
More informationCIBSE YEN CFD Presentation. Joseph Berthoud
CIBSE YEN CFD Presentation Joseph Berthoud 10 th May 2017 Introduction 20 Minutes / 40 Slides What is CFD Validation Jobs Physical Scale Modelling Questions Page 2 Introduction Nearly 20 years experience.
More informationThe Immersed Interface Method
The Immersed Interface Method Numerical Solutions of PDEs Involving Interfaces and Irregular Domains Zhiiin Li Kazufumi Ito North Carolina State University Raleigh, North Carolina Society for Industrial
More informationAdaptive Particles for Incompressible Fluid Simulation (Technical Report tamu-cs-tr )
Adaptive Particles for Incompressible Fluid Simulation (Technical Report tamu-cs-tr 2007-7-2) Woosuck Hong Dept. of Computer Science Texas A&M University wshong@cs.tamu.edu Donald H. House Visualization
More information2D numerical simulation of ocean waves
2D numerical simulation of ocean waves Qingjie. Du,*, Y.C. Dennis. Leung Department of Mechanical Engineering, The University of Hong Kong, Hong Kong, China * Corresponding author. Tel: +852 51743593,
More informationOverview. Applications of DEC: Fluid Mechanics and Meshing. Fluid Models (I) Part I. Computational Fluids with DEC. Fluid Models (II) Fluid Models (I)
Applications of DEC: Fluid Mechanics and Meshing Mathieu Desbrun Applied Geometry Lab Overview Putting DEC to good use Fluids, fluids, fluids geometric interpretation of classical models discrete geometric
More informationVolcanic Smoke Animation using CML
Volcanic Smoke Animation using CML Ryoichi Mizuno Yoshinori Dobashi Tomoyuki Nishita The University of Tokyo Tokyo, Japan Hokkaido University Sapporo, Hokkaido, Japan {mizuno,nis}@nis-lab.is.s.u-tokyo.ac.jp
More informationFINITE ELEMENT MODELING OF THICK PLATE PENETRATIONS IN SMALL CAL MUNITIONS
FINITE ELEMENT MODELING OF THICK PLATE PENETRATIONS IN SMALL CAL MUNITIONS Raymond Chaplin RDAR-MEM-I Picatinny Arsenal, NJ raymond.c.chaplin@us.army.mil 973-724-8562 Why Finite Element Modeling? Reduced
More informationAn Adaptive Sampling Approach to Incompressible Particle-Based Fluid
EG UK Theory and Practice of Computer Graphics (2009) Ik Soo Lim, Wen Tang (Editors) An Adaptive Sampling Approach to Incompressible Particle-Based Fluid Woosuck Hong 1, Donald H. House 2 and John Keyser
More informationPermeable and Absorbent Materials in Fluid Simulations
Permeable and Absorbent Materials in Fluid Simulations Nate Andrysco Bedrich Benes Department of Computer Science Slide 1 Motivation Fluid simulations are geared toward impermeable materials What if you
More informationA Contact Angle Model for the Parallel Free Surface Lattice Boltzmann Method in walberla Stefan Donath (stefan.donath@informatik.uni-erlangen.de) Computer Science 10 (System Simulation) University of Erlangen-Nuremberg
More informationSimulating Bubbles Michael Running Wolf 4/1/05. Introduction
Simulating Bubbles Michael Running Wolf 4/1/05 Introduction In researching journal articles relating to simulating bubbles, two categories of work exist. In one body of work, the physical mechanics of
More informationSurface Tension in Smoothed Particle Hydrodynamics on the GPU
TDT4590 Complex Computer Systems, Specialization Project Fredrik Fossum Surface Tension in Smoothed Particle Hydrodynamics on the GPU Supervisor: Dr. Anne C. Elster Trondheim, Norway, December 21, 2010
More informationTutorial 23: Sloshing in a tank modelled using SPH as an example
Tutorial 23: Sloshing in a tank modelled using SPH as an example This tutorial gives a basic introduction to SPH modelling in Abaqus CAE. The tutorial will take you through a basic model of g forces acting
More informationAurélien Thinat Stéphane Cordier 1, François Cany
SimHydro 2012:New trends in simulation - Hydroinformatics and 3D modeling, 12-14 September 2012, Nice Aurélien Thinat, Stéphane Cordier, François Cany Application of OpenFOAM to the study of wave loads
More informationOcean simulation and rendering in War Thunder. Tim Tcheblokov, NVIDIA
Ocean simulation and rendering in War Thunder Tim Tcheblokov, NVIDIA War Thunder Ground and Air forces combat simulator Tank mode Shooter-like level of details Features/detail size of 2-3cm War Thunder
More informationLagrangian and Eulerian Representations of Fluid Flow: Kinematics and the Equations of Motion
Lagrangian and Eulerian Representations of Fluid Flow: Kinematics and the Equations of Motion James F. Price Woods Hole Oceanographic Institution Woods Hole, MA, 02543 July 31, 2006 Summary: This essay
More informationIMPROVED WALL BOUNDARY CONDITIONS WITH IMPLICITLY DEFINED WALLS FOR PARTICLE BASED FLUID SIMULATION
6th European Conference on Computational Mechanics (ECCM 6) 7th European Conference on Computational Fluid Dynamics (ECFD 7) 1115 June 2018, Glasgow, UK IMPROVED WALL BOUNDARY CONDITIONS WITH IMPLICITLY
More informationSmoothed Particle Hydrodynamics on GPUs
The Visual Computer manuscript No. (will be inserted by the editor) Takahiro Harada Seiichi Koshizuka Yoichiro Kawaguchi Smoothed Particle Hydrodynamics on GPUs Abstract In this paper, we present a Smoothed
More informationInstitutionen för systemteknik
Institutionen för systemteknik Department of Electrical Engineering Examensarbete Water simulation for cell based sandbox games Examensarbete utfört i Datateknik vid Tekniska högskolan vid Linköpings universitet
More information6 Fluid. Chapter 6. Fluids. Department of Computer Science and Engineering 6-1
Fluids 6-1 Among the most difficult graphical objects to model and animate are those that are not defined by a static, rigid, topological simple structure. Many of these complex forms are found in nature.
More informationFluid Solver built in Houdini
Fluid Solver built in Houdini Sydney Dimitra Kyrtsia (i7658072) MSc Computer Animation and Visual Effects Bournemouth University NCCA August 2017 1 Table of contents Abstract... 3 Introduction... 3 1.
More informationLattice Boltzmann with CUDA
Lattice Boltzmann with CUDA Lan Shi, Li Yi & Liyuan Zhang Hauptseminar: Multicore Architectures and Programming Page 1 Outline Overview of LBM An usage of LBM Algorithm Implementation in CUDA and Optimization
More informationFlow Structures Extracted from Visualization Images: Vector Fields and Topology
Flow Structures Extracted from Visualization Images: Vector Fields and Topology Tianshu Liu Department of Mechanical & Aerospace Engineering Western Michigan University, Kalamazoo, MI 49008, USA We live
More informationContinued Investigation of Small-Scale Air-Sea Coupled Dynamics Using CBLAST Data
Continued Investigation of Small-Scale Air-Sea Coupled Dynamics Using CBLAST Data Dick K.P. Yue Center for Ocean Engineering Department of Mechanical Engineering Massachusetts Institute of Technology Cambridge,
More informationAbstract. Introduction. Kevin Todisco
- Kevin Todisco Figure 1: A large scale example of the simulation. The leftmost image shows the beginning of the test case, and shows how the fluid refracts the environment around it. The middle image
More informationExample 13 - Shock Tube
Example 13 - Shock Tube Summary This famous experiment is interesting for observing the shock-wave propagation. Moreover, this case uses the representation of perfect gas and compares the different formulations:
More informationInteractive 2D Screen Space Fluids with Shaders
Interactive 2D Screen Space Fluids with Shaders Jaron Kong Abstract A method for the real-time simulation and rendering of fluids in 2D space. The technique itself is targeted at video game applications,
More informationPosition-Based Viscoelastic fluid simulation
Position-Based Viscoelastic fluid simulation by Yuanqi Huang, BEng(Tech) Dissertation Presented to the University of Dublin, Trinity College in fulfillment of the requirements for the Degree of Master
More informationParallelization study of a VOF/Navier-Stokes model for 3D unstructured staggered meshes
Parallelization study of a VOF/Navier-Stokes model for 3D unstructured staggered meshes L. Jofre, O. Lehmkuhl, R. Borrell, J. Castro and A. Oliva Corresponding author: cttc@cttc.upc.edu Centre Tecnològic
More informationAccelerating Fluids Simulation Using SPH and Implementation on GPU
IT 15076 Examensarbete 30 hp December 2015 Accelerating Fluids Simulation Using SPH and Implementation on GPU Aditya Hendra Institutionen för informationsteknologi Department of Information Technology
More informationTransfer and pouring processes of casting by smoothed particle. hydrodynamic method
Transfer and pouring processes of casting by smoothed particle hydrodynamic method M. Kazama¹, K. Ogasawara¹, *T. Suwa¹, H. Ito 2, and Y. Maeda 2 1 Application development div., Next generation technical
More informationLevel set methods Formulation of Interface Propagation Boundary Value PDE Initial Value PDE Motion in an externally generated velocity field
Level Set Methods Overview Level set methods Formulation of Interface Propagation Boundary Value PDE Initial Value PDE Motion in an externally generated velocity field Convection Upwind ddifferencingi
More information