NVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film

Size: px
Start display at page:

Download "NVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film"

Transcription

1 NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film

2 Some particle milestones FX Rendering Physics First CG particle FX in StarTrek Disney use GPUs to efficiently render particles as sprites ILM use GPU particles for fast rigid-body dynamics in Transformers 2. Images: Star Trek 2 The Wrath of Khan Bolt, Walt Disney Pictures Transformers 2, Paramount Pictures

3 What are particles? Discrete points with mass, moving in space. Movement is defined by forces and constraints. They have limited state: e.g. Force modifies velocity, and velocity modifies position. Not constrained by a grid: Computation and storage are only used where needed. f p Position Velocity Colour Etc. u u i+1 = u i + f p i+1 = p i + u i+1

4 Maya classic particles It has support for: Emitters: Omni, Volume, Surface, etc. Surfaces can emit attributes. Collision geometry. Force-fields: Uniform, Radial, Vortex, etc. Particle expressions.

5 Maya nparticles Nucleus nparticles, ncloth, etc. Allows integration of different kinds of materials (e.g. cloth, fluid) by using a singular physics representation. You can use Maya Fields to influence the behavior of Nucleus objects. nparticle objects use the same emitter objects that are used with Maya classic particles. - Autodesk

6 Movie nparticles vs. NVIDIA Particles

7 Motivation for GPU particles Particles are simple and elegant. Easy to implement. They are used extensively in VFX and games. They form the basis of many other complex effects. Highly scalable. Very GPU friendly!...

8 The GPU in 1½ slides Huge cache Lots of cores multi-core CPU (4 cores) many-core GPU (448 cores) Not representative of scale

9 Latency-hiding vs. Throughput Cores WAIT stall GO The CPU hides latency by optimizing memory accesses. C M C M C M C M C M C M WAIT GO C M C M C M C M C M C M The GPU hides latency by quickly switching between compute threads. M C Time = Stall = Memory access time = Computation time

10 Implementation goals Integrate with existing Maya workflow. Be more interactive than current Maya tools. We don t want to slow down the Maya user-experience. Write clean code as we might release it.

11 Movie CUDA-Accelerated particles

12 The life-cycle of particles Potentially kill particles.

13 Particle sort P bid, P pid 10,0 10,2 12,1 16, B i P bid, P pid 10,0 12,1 10,2 16, P data

14 Particle death If particle expires, set death flag. Bucket assignment will put it in deadpool (numbuckets+1 = 25) Sorting will put all dead particles in a contiguous block. P bid, P pid 10,0 10,2 17,3 25, P data B i numparticles

15 Particle emission Upload emitted data using numparticles. E data numparticles count += numemitted P data We use fast host-to-device transfer for a small block of emission data. i.e. page-locked & write-combined host memory.

16 Collisions - Primitives Geometric primitives. Unitized for faster math. Can be transformed by matrix. Interior or exterior. Collision event types bounce, die, etc.

17 Collisions Collision response N 2 u N 4 3 P r u P r d d 1 1. Transform particle (P) into unit-space and calculate penetration (d) 2. Determine normal (N) 3. Move particle out of collider (along normal) 4. Update velocity based on collider s friction and restitution coefficients

18 Collisions image maps Allows more complex objects. Effectively a 2-level BVH. xnormal for map creation. Note artifacts Normals Displacement

19 Fluid dynamics (in one slide) More interesting than boring particles. Works well on GPUs; it has many data elements. Existing techniques: Eulerian (grid-based) Lagrangian (particle-based) Heightfield (2D / 2.5D grid) Smoothed Particle Hydrodynamics (SPH) water pressure + incompressibility + viscosity + external forces

20 The life-cycle of particles (with SPH)

21 Particle SPH pressure

22 Movie Digital Elevation Model collision

23 Rendering particles as a fluid Polygonize density field e.g. Marching cubes, etc. Screen-space rendering

24 Rendering particles Screen-space

25 Getting data back to Maya We might want to use the particle data inside Maya. Modern NVIDIA GPUs can overlap compute with copy. Quadro and Tesla both have dual-copy engines. We can remove the cost of the data transfer if we allow some latency

26 Overlapped transfer Frame [f] H - Acquire emission [f] D1 - Upload emission [f-1] DC - Insert emission [f-2] DC - Simulate [f-2] DC - Generate Mesh [f-2] D2 - Download mesh [f-3] Dual-copy engines H - Access mesh [f-4]

27 NVIDIA Maximus Quadro AND Tesla with 6GB & 448 cores. Benefits of Maximus DCC apps like Maya already use many GPU resources. Share the data between two cards allowing for larger simulations. Multi-GPU is scalability for the future.

28 Multi-GPU sharing the compute GPU[0] GPU[1] Partition plane Cross-over to other side We already have the framework for this: If particle is beyond partition then kill it and emit on other device. If within threshold then emit as a ghost (i.e. it lives for only one update). Ghost on other side Threshold

29 Known issues Floating particles Not enough SPH kernel support. Simulation values must be chosen carefully. Only a subset of Maya s force-fields are supported: Reverse engineering is not sufficient. Handling solid boundaries in SPH is an active area of research.

30 Future enhancements More simulation algorithms: Flocking birds, schooling fish, rigid-bodies More rendering styles: Smoke, Sprites, Instanced geometry Better fluid rendering by using anisotropic kernels. Scriptable events using a virtual-machine. Maya Viewport 2.0 integration.

31 Conclusions Building CUDA-accelerated particles in Maya is easy. Leverages some of Maya s existing framework. Using techniques like overlapping and multi-gpu can provide even more performance. By using Maximus and simulating on the Tesla card, Maya is still interactive.

32 Acknowledgments Robert Bridson: Fluid Simulation for Computer Graphics, A K Peters, 2008 Wladimir J Van Der Laan, Simon Green, Miguel Sainz: Screen space fluid rendering with curvature flow - Proceedings of the 2009 symposium on Interactive 3D graphics and games Markus Becker, Matthias Teschner: Weakly compressible SPH for free surface flows Eurographics / ACM SIGGRAPH Symposium on Computer Animation, 2007

33 Questions?

CGT 581 G Fluids. Overview. Some terms. Some terms

CGT 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 information

Shape of Things to Come: Next-Gen Physics Deep Dive

Shape 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 information

Dynamics in Maya. Gary Monheit Alias Wavefront PHYSICALLY BASED MODELING SH1 SIGGRAPH 97 COURSE NOTES

Dynamics in Maya. Gary Monheit Alias Wavefront PHYSICALLY BASED MODELING SH1 SIGGRAPH 97 COURSE NOTES Dynamics in Maya Gary Monheit Alias Wavefront SH1 Dynamics in Maya Overall Requirements Architecture and Features Animations SH2 Overall Requirements Why Dynamics? Problems with traditional animation techniques

More information

Robust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface Flows

Robust 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 information

Simulation: Particle Systems

Simulation: Particle Systems Simulation: Particle Systems Course web page: http://goo.gl/eb3aa February 28, 2012 Lecture 5 Particle Systems Definition: Simulation of a set of similar, moving agents in a larger environment Scale usually

More information

T6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller

T6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller T6: Position-Based Simulation Methods in Computer Graphics Jan Bender Miles Macklin Matthias Müller Jan Bender Organizer Professor at the Visual Computing Institute at Aachen University Research topics

More information

Topics in Computer Animation

Topics 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 information

Rendering diffuse objects using particle systems inside voxelized surface geometry. Thorsten Juckel Steffi Beckhaus

Rendering diffuse objects using particle systems inside voxelized surface geometry. Thorsten Juckel Steffi Beckhaus Rendering diffuse objects using particle systems inside voxelized surface geometry Thorsten Juckel Steffi Beckhaus University of Hamburg interactive media / virtual environments 1 Outline 1. Introduction

More information

Interaction of Fluid Simulation Based on PhysX Physics Engine. Huibai Wang, Jianfei Wan, Fengquan Zhang

Interaction 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 information

Interactive Fluid Simulation using Augmented Reality Interface

Interactive 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 information

CUDA Particles. Simon Green

CUDA Particles. Simon Green CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft Abstract Particle systems [1] are a commonly

More information

Navier-Stokes & Flow Simulation

Navier-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 information

Interactive Fluid Simulation Using Augmented Reality Interface

Interactive 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 information

Announcements. Ray tracer is due in five days you should have started by now or you re going to have a bad week. Missing file posted on the web page

Announcements. Ray tracer is due in five days you should have started by now or you re going to have a bad week. Missing file posted on the web page Announcements Ray tracer is due in five days you should have started by now or you re going to have a bad week Missing file posted on the web page I m sorry for canceling class on Tuesday... 1 Animation

More information

Fluid Simulation. [Thürey 10] [Pfaff 10] [Chentanez 11]

Fluid 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 information

Technical Report TR

Technical Report TR Technical Report TR-2015-09 Boundary condition enforcing methods for smoothed particle hydrodynamics Arman Pazouki 1, Baofang Song 2, Dan Negrut 1 1 University of Wisconsin-Madison, Madison, WI, 53706-1572,

More information

Post Mortem: GPU Accelerated Effects in Borderlands 2

Post 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 information

CUDA Particles. Simon Green

CUDA Particles. Simon Green CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft 1.1 Nov 3 2007 Simon Green Fixed some mistakes,

More information

Cloth Simulation. COMP 768 Presentation Zhen Wei

Cloth Simulation. COMP 768 Presentation Zhen Wei Cloth Simulation COMP 768 Presentation Zhen Wei Outline Motivation and Application Cloth Simulation Methods Physically-based Cloth Simulation Overview Development References 2 Motivation Movies Games VR

More information

IMPROVED WALL BOUNDARY CONDITIONS WITH IMPLICITLY DEFINED WALLS FOR PARTICLE BASED FLUID SIMULATION

IMPROVED 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 information

BACHELOR OF ARTS IN 3D ANIMATION AND VISUAL EFFECTS Term-End Theory Examination December, 2015 BNM-001 : ANIMATION PRODUCTION PIPELINE

BACHELOR OF ARTS IN 3D ANIMATION AND VISUAL EFFECTS Term-End Theory Examination December, 2015 BNM-001 : ANIMATION PRODUCTION PIPELINE No. of Printed Pages : 7 BNM-001 cx) BACHELOR OF ARTS IN 3D ANIMATION AND VISUAL EFFECTS Term-End Theory Examination December, 015 BNM-001 : ANIMATION PRODUCTION PIPELINE Time : 3 hours Maximum Marks :

More information

Dynamical Simulation 1: Particle Systems and ODEs

Dynamical 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 information

Overview of Traditional Surface Tracking Methods

Overview 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 information

Simulation in Computer Graphics. Deformable Objects. Matthias Teschner. Computer Science Department University of Freiburg

Simulation in Computer Graphics. Deformable Objects. Matthias Teschner. Computer Science Department University of Freiburg Simulation in Computer Graphics Deformable Objects Matthias Teschner Computer Science Department University of Freiburg Outline introduction forces performance collision handling visualization University

More information

Realtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research

Realtime 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 information

Particle-Based Fluid Simulation. CSE169: Computer Animation Steve Rotenberg UCSD, Spring 2016

Particle-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 information

Navier-Stokes & Flow Simulation

Navier-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 information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow 10 Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Fibres 5 Built-in Basic Primitives 5 Particle Emitters 6 Rigid Bodies 6 Soft Bodies 6 Fracture Tools 7 Joints 7

More information

CS4621/5621 Fall Particle Systems and Compute Shaders

CS4621/5621 Fall Particle Systems and Compute Shaders CS4621/5621 Fall 2015 Particle Systems and Compute Shaders Professor: Kavita Bala Instructor: Nicolas Savva with slides from Balazs Kovacs, Eston Schweickart, Daniel Schroeder, Jiang Huang and Pramook

More information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Viscous Materials 5 Viscoelastic Materials 5 Fibres 5 Built-in Basic Primitives 6 Particle Emitters 6 Rigid Bodies

More information

Acknowledgements. Prof. Dan Negrut Prof. Darryl Thelen Prof. Michael Zinn. SBEL Colleagues: Hammad Mazar, Toby Heyn, Manoj Kumar

Acknowledgements. 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 information

Chapter 19- Object Physics

Chapter 19- Object Physics Chapter 19- Object Physics Flowing water, fabric, things falling, and even a bouncing ball can be difficult to animate realistically using techniques we have already discussed. This is where Blender's

More information

Particle-based Fluid Simulation

Particle-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 information

Abstract. Introduction. Kevin Todisco

Abstract. 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 information

Divergence-Free Smoothed Particle Hydrodynamics

Divergence-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 information

CS-184: Computer Graphics Lecture #21: Fluid Simulation II

CS-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 information

Fluids in Games. Jim Van Verth Insomniac Games

Fluids in Games. Jim Van Verth Insomniac Games Fluids in Games Jim Van Verth Insomniac Games www.insomniacgames.com jim@essentialmath.com Introductory Bits General summary with some details Not a fluids expert Theory and examples What is a Fluid? Deformable

More information

Comparison between incompressible SPH solvers

Comparison 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 information

FLUID PARTICLE SIMULATION

FLUID PARTICLE SIMULATION FLUID PARTICLE SIMULATION via MAYA BIFROST Amanda VanderZee, Jean-François Coquand, Madeleine Chu Particle Simulation Bifrost ABOUT BIFROST Water & Contours The tools you use will depend on the effect

More information

Particle Systems. Sample Particle System. What is a particle system? Types of Particle Systems. Stateless Particle System

Particle Systems. Sample Particle System. What is a particle system? Types of Particle Systems. Stateless Particle System Sample Particle System Particle Systems GPU Graphics Water Fire and Smoke What is a particle system? Types of Particle Systems One of the original uses was in the movie Star Trek II William Reeves (implementor)

More information

What is a Rigid Body?

What is a Rigid Body? Physics on the GPU What is a Rigid Body? A rigid body is a non-deformable object that is a idealized solid Each rigid body is defined in space by its center of mass To make things simpler we assume the

More information

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable

More information

Particle Systems. Lecture 8 Taku Komura

Particle 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 information

Constraint fluids in Sprinkle. Dennis Gustafsson Mediocre

Constraint 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 information

Navier-Stokes & Flow Simulation

Navier-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 information

Lattice Boltzmann with CUDA

Lattice 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 information

RT 3D FDTD Simulation of LF and MF Room Acoustics

RT 3D FDTD Simulation of LF and MF Room Acoustics RT 3D FDTD Simulation of LF and MF Room Acoustics ANDREA EMANUELE GRECO Id. 749612 andreaemanuele.greco@mail.polimi.it ADVANCED COMPUTER ARCHITECTURES (A.A. 2010/11) Prof.Ing. Cristina Silvano Dr.Ing.

More information

Fast Particle Neighbor Searching for Unlimited Scene with Fluid Refraction Improvement

Fast 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 information

Multiresolution volume processing and visualization on graphics hardware van der Laan, Wladimir

Multiresolution volume processing and visualization on graphics hardware van der Laan, Wladimir University of Groningen Multiresolution volume processing and visualization on graphics hardware van der Laan, Wladimir IMPORTANT NOTE: You are advised to consult the publisher's version (publisher's PDF)

More information

Two-Phase flows on massively parallel multi-gpu clusters

Two-Phase flows on massively parallel multi-gpu clusters Two-Phase flows on massively parallel multi-gpu clusters Peter Zaspel Michael Griebel Institute for Numerical Simulation Rheinische Friedrich-Wilhelms-Universität Bonn Workshop Programming of Heterogeneous

More information

9 Dynamics. Getting Started with Maya 491

9 Dynamics. Getting Started with Maya 491 9 Dynamics Dynamics is a branch of physics that describes how objects move using physical rules to simulate the natural forces that act upon them. Dynamic simulations are difficult to achieve with traditional

More information

Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 10 Basic Film Concepts 21 Summary 26

Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 10 Basic Film Concepts 21 Summary 26 Contents Introduction xvii Chapter 1 Introduction to Computer Graphics and 3D 1 Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 10 Basic Film Concepts 21

More information

Support for Multi physics in Chrono

Support for Multi physics in Chrono Support for Multi physics in Chrono The Story Ahead Overview of multi physics strategy in Chrono Summary of handling rigid/flexible body dynamics using Lagrangian approach Summary of handling fluid, and

More information

Smoke 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 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 information

Recommended Prior Courses: CTAN 462, Visual Effects, or CTAN 452, Introduction to 3D Computer Animation

Recommended Prior Courses: CTAN 462, Visual Effects, or CTAN 452, Introduction to 3D Computer Animation CTAN 499 Special Topics Digital Effects Animation 2 Units Section 17912D, Spring 2012, Mondays 1-3:50pm, RZC117 Eric Hanson, Associate Professor of Cinematic Practice hanson@usc.edu www.visuraimaging.com/

More information

Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments?

Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments? Homework 1: Questions/Comments? Implicit Surfaces,, & Volumetric Data Structures Loop Subdivision Shirley, Fundamentals of Computer Graphics Loop Subdivision SIGGRAPH 2000 course notes Subdivision for

More information

A Geometric Approach to Animating Thin Surface Features in SPH Water

A Geometric Approach to Animating Thin Surface Features in SPH Water A Geometric Approach to Animating Thin Surface Features in SPH Water Taekwon Jang et al. Computer Animation and Social Agents 2013 (CASA) Jong-Hyun Kim 2013. 11.08 Abstract We propose a geometric approach

More information

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66 Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related

More information

Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs)

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 information

CS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology

CS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology CS8803SC Software and Hardware Cooperative Computing GPGPU Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology Why GPU? A quiet revolution and potential build-up Calculation: 367

More information

Particle Simulation using CUDA. Simon Green

Particle Simulation using CUDA. Simon Green Particle Simulation using CUDA Simon Green sdkfeedback@nvidia.com July 2012 Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft 1.1 Nov 3 2007

More information

Design of a dynamic simulation system for VR applications

Design of a dynamic simulation system for VR applications Design of a dynamic simulation system for VR applications Jan Bender Abstract A dynamic simulation system for VR applications consists of multiple parts. The first task that must be accomplished is the

More information

Comparison of CPU and GPGPU performance as applied to procedurally generating complex cave systems

Comparison of CPU and GPGPU performance as applied to procedurally generating complex cave systems Comparison of CPU and GPGPU performance as applied to procedurally generating complex cave systems Subject: Comp6470 - Special Topics in Computing Student: Tony Oakden (U4750194) Supervisor: Dr Eric McCreath

More information

Example 13 - Shock Tube

Example 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 information

Youngho Kim CIS665: GPU Programming

Youngho Kim CIS665: GPU Programming Youngho Kim CIS665: GPU Programming Building a Million Particle System: Lutz Latta UberFlow - A GPU-based Particle Engine: Peter Kipfer et al. Real-Time Particle Systems on the GPU in Dynamic Environments:

More information

Splotch: High Performance Visualization using MPI, OpenMP and CUDA

Splotch: High Performance Visualization using MPI, OpenMP and CUDA Splotch: High Performance Visualization using MPI, OpenMP and CUDA Klaus Dolag (Munich University Observatory) Martin Reinecke (MPA, Garching) Claudio Gheller (CSCS, Switzerland), Marzia Rivi (CINECA,

More information

Chapter 3: Computer Animation Reminder: Descriptive animation. Procedural animation : Examples. Towards methods that generate motion?

Chapter 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 information

2.7 Cloth Animation. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter 2 123

2.7 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 information

Introduction to Computer Graphics. Animation (2) May 26, 2016 Kenshi Takayama

Introduction to Computer Graphics. Animation (2) May 26, 2016 Kenshi Takayama Introduction to Computer Graphics Animation (2) May 26, 2016 Kenshi Takayama Physically-based deformations 2 Simple example: single mass & spring in 1D Mass m, position x, spring coefficient k, rest length

More information

GPU-based Distributed Behavior Models with CUDA

GPU-based Distributed Behavior Models with CUDA GPU-based Distributed Behavior Models with CUDA Courtesy: YouTube, ISIS Lab, Universita degli Studi di Salerno Bradly Alicea Introduction Flocking: Reynolds boids algorithm. * models simple local behaviors

More information

Computer Animation. Animation A broad Brush. Keyframing. Keyframing

Computer Animation. Animation A broad Brush. Keyframing. Keyframing Animation A broad Brush Computer Animation Traditional Methods Cartoons, stop motion Keyframing Digital inbetweens Motion Capture What you record is what you get Simulation Animate what you can model (with

More information

Dynamics and Particle Effects, Part 1 By Audri Phillips

Dynamics and Particle Effects, Part 1 By Audri Phillips Dynamics and Particle Effects, Part 1 By Audri Phillips From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. A greater

More information

LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS

LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS LATTICE-BOLTZMANN AND COMPUTATIONAL FLUID DYNAMICS NAVIER-STOKES EQUATIONS u t + u u + 1 ρ p = Ԧg + ν u u=0 WHAT IS COMPUTATIONAL FLUID DYNAMICS? Branch of Fluid Dynamics which uses computer power to approximate

More information

Efficient Tridiagonal Solvers for ADI methods and Fluid Simulation

Efficient 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 information

Cloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report

Cloth Simulation. Tanja Munz. Master of Science Computer Animation and Visual Effects. CGI Techniques Report Cloth Simulation CGI Techniques Report Tanja Munz Master of Science Computer Animation and Visual Effects 21st November, 2014 Abstract Cloth simulation is a wide and popular area of research. First papers

More information

Computer Graphics Introduction. Taku Komura

Computer Graphics Introduction. Taku Komura Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering

More information

Simulation in Computer Graphics. Introduction. Matthias Teschner. Computer Science Department University of Freiburg

Simulation in Computer Graphics. Introduction. Matthias Teschner. Computer Science Department University of Freiburg Simulation in Computer Graphics Introduction Matthias Teschner Computer Science Department University of Freiburg Contact Matthias Teschner Computer Graphics University of Freiburg Georges-Koehler-Allee

More information

CNM 190, pt 2 Advanced Digital Animation Lec 03 : Art Direction on Madagascar / Effects 1

CNM 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 information

Rigid Body Dynamics, Collision Response, & Deformation

Rigid Body Dynamics, Collision Response, & Deformation Rigid Body Dynamics, Collision Response, & Deformation Pop Worksheet! Teams of 2. SOMEONE YOU HAVEN T ALREADY WORKED WITH What are the horizontal and face velocities after 1, 2, and many iterations of

More information

Discrete Element Method

Discrete Element Method Discrete Element Method Midterm Project: Option 2 1 Motivation NASA, loyalkng.com, cowboymining.com Industries: Mining Food & Pharmaceutics Film & Game etc. Problem examples: Collapsing Silos Mars Rover

More information

International Supercomputing Conference 2009

International Supercomputing Conference 2009 International Supercomputing Conference 2009 Implementation of a Lattice-Boltzmann-Method for Numerical Fluid Mechanics Using the nvidia CUDA Technology E. Riegel, T. Indinger, N.A. Adams Technische Universität

More information

CS 378: Computer Game Technology

CS 378: Computer Game Technology CS 378: Computer Game Technology Dynamic Path Planning, Flocking Spring 2012 University of Texas at Austin CS 378 Game Technology Don Fussell Dynamic Path Planning! What happens when the environment changes

More information

Cloth Simulation on the GPU. Cyril Zeller NVIDIA Corporation

Cloth Simulation on the GPU. Cyril Zeller NVIDIA Corporation Cloth Simulation on the GPU Cyril Zeller NVIDIA Corporation Overview A method to simulate cloth on any GPU supporting Shader Model 3 (Quadro FX 4500, 4400, 3400, 1400, 540, GeForce 6 and above) Takes advantage

More information

Cloth Hair. and. soft bodies

Cloth Hair. and. soft bodies Cloth Hair Lesson 11 and soft bodies Lesson 08 Outline Problem definition and motivations Modeling deformable solids with mass-spring model Position based dynamics Modeling cloths with mass-spring model

More information

Computational Fluid Dynamic Hydraulic Characterization: G3 Cube vs. Dolos Armour Unit. IS le Roux, WJS van der Merwe & CL de Wet

Computational Fluid Dynamic Hydraulic Characterization: G3 Cube vs. Dolos Armour Unit. IS le Roux, WJS van der Merwe & CL de Wet Computational Fluid Dynamic Hydraulic Characterization: G3 Cube vs. Dolos Armour Unit IS le Roux, WJS van der Merwe & CL de Wet Presentation Outline Scope. Assumptions and boundary values. Numerical mesh.

More information

Object representation

Object representation Object representation Geri s Game Pixar 1997 Subdivision surfaces Polhemus 3d scan Over 700 controls 2 Computer Graphics Quick test #1 Describe the picture Graphical systems, visualization and multimedia

More information

Mass-Spring Systems. Last Time?

Mass-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 information

Particleworks: Particle-based CAE Software fully ported to GPU

Particleworks: Particle-based CAE Software fully ported to GPU Particleworks: Particle-based CAE Software fully ported to GPU Introduction PrometechVideo_v3.2.3.wmv 3.5 min. Particleworks Why the particle method? Existing methods FEM, FVM, FLIP, Fluid calculation

More information

A High Quality, Eulerian 3D Fluid Solver in C++ A Senior Project. presented to. the Faculty of the Computer Science Department of

A High Quality, Eulerian 3D Fluid Solver in C++ A Senior Project. presented to. the Faculty of the Computer Science Department of A High Quality, Eulerian 3D Fluid Solver in C++ A Senior Project presented to the Faculty of the Computer Science Department of California Polytechnic State University, San Luis Obispo In Partial Fulfillment

More information

About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS.

About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. Phoenix FD core SIMULATION & RENDERING. SIMULATION CORE - GRID-BASED

More information

SimTenero Particle Physics

SimTenero Particle Physics SimTenero Particle Physics Getting Started The heart of the particle system is the Emitter. This represents the point in space where particles will be created and contains all of the parameters that define

More information

CSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller

CSE 591: GPU Programming. Introduction. Entertainment Graphics: Virtual Realism for the Masses. Computer games need to have: Klaus Mueller Entertainment Graphics: Virtual Realism for the Masses CSE 591: GPU Programming Introduction Computer games need to have: realistic appearance of characters and objects believable and creative shading,

More information

GAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES TAKAHIRO HARADA, AMD DESTRUCTION FOR GAMES ERWIN COUMANS, AMD

GAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES TAKAHIRO HARADA, AMD DESTRUCTION FOR GAMES ERWIN COUMANS, AMD GAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES TAKAHIRO HARADA, AMD DESTRUCTION FOR GAMES ERWIN COUMANS, AMD GAME PROGRAMMING ON HYBRID CPU-GPU ARCHITECTURES Jason Yang, Takahiro Harada AMD HYBRID CPU-GPU

More information

Physically Based Simulation

Physically Based Simulation CSCI 480 Computer Graphics Lecture 21 Physically Based Simulation April 11, 2011 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s11/ Examples Particle Systems Numerical

More information

Real-time haptic display of fluids

Real-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 information

Black Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go

Black Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go Black Desert Online Taking MMO Development to the Next Level Dongwook Ha (dongwook@pearlabyss.com) Gwanghyeon Go (xdotdt@pearlabyss.com) 2018-03-23 Black Desert Online Challenges Massive data and contents

More information

Portland State University ECE 588/688. Graphics Processors

Portland State University ECE 588/688. Graphics Processors Portland State University ECE 588/688 Graphics Processors Copyright by Alaa Alameldeen 2018 Why Graphics Processors? Graphics programs have different characteristics from general purpose programs Highly

More information

High Scalability of Lattice Boltzmann Simulations with Turbulence Models using Heterogeneous Clusters

High Scalability of Lattice Boltzmann Simulations with Turbulence Models using Heterogeneous Clusters SIAM PP 2014 High Scalability of Lattice Boltzmann Simulations with Turbulence Models using Heterogeneous Clusters C. Riesinger, A. Bakhtiari, M. Schreiber Technische Universität München February 20, 2014

More information

Current Trends in Computer Graphics Hardware

Current Trends in Computer Graphics Hardware Current Trends in Computer Graphics Hardware Dirk Reiners University of Louisiana Lafayette, LA Quick Introduction Assistant Professor in Computer Science at University of Louisiana, Lafayette (since 2006)

More information

Physically Based Simulation

Physically Based Simulation CSCI 420 Computer Graphics Lecture 21 Physically Based Simulation Examples Particle Systems Numerical Integration Cloth Simulation [Angel Ch. 9] Jernej Barbic University of Southern California 1 Physics

More information