Navier-Stokes & Flow Simulation

Similar documents
Navier-Stokes & Flow Simulation

Navier-Stokes & Flow Simulation

Rigid Body Dynamics, Collision Response, & Deformation

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

Water. Notes. Free surface. Boundary conditions. This week: extend our 3D flow solver to full 3D water We need to add two things:

Mass-Spring Systems. Last Time?

Realistic Animation of Fluids

CS 231. Fluid simulation

Overview of Traditional Surface Tracking Methods

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

Realistic Animation of Fluids

Smoke Simulation using Smoothed Particle Hydrodynamics (SPH) Shruti Jain MSc Computer Animation and Visual Eects Bournemouth University

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

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

More Animation Techniques

Animation of Fluids. Animating Fluid is Hard

Realtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research

PHYSICALLY BASED ANIMATION

Computer animation for fluid simulation of a high viscous fluid melting

Dynamical Simulation 1: Particle Systems and ODEs

Fluid Simulation. Dhruv Kore, Giancarlo Gonzalez, and Jenny Sum CS 488: Introduction to Computer Graphics Professor Angus Forbes

Divergence-Free Smoothed Particle Hydrodynamics

Particle Systems. Lecture 8 Taku Komura

Fluids in Games. Jim Van Verth Insomniac Games

Physically Based Simulation and Animation of Gaseous Phenomena in a Periodic Domain

Adaptive Particles for Incompressible Fluid Simulation (Technical Report tamu-cs-tr )

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

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

Simulation of Swirling Bubbly Water using Bubble Particles

An Adaptive Sampling Approach to Incompressible Particle-Based Fluid

Topics in Computer Animation

Interactive Fluid Simulation using Augmented Reality Interface

FLUID SIMULATION. Kristofer Schlachter

AN ADAPTIVE SAMPLING APPROACH TO INCOMPRESSIBLE PARTICLE-BASED FLUID. A Dissertation WOO-SUCK HONG

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

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

Physically Based Simulation

Physically Based Simulation

CUDA. Fluid simulation Lattice Boltzmann Models Cellular Automata

Level set methods Formulation of Interface Propagation Boundary Value PDE Initial Value PDE Motion in an externally generated velocity field

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

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

Interactive Fluid Simulation Using Augmented Reality Interface

Cloth Simulation. COMP 768 Presentation Zhen Wei

A Framework for Real-Time Animation of Liquid-Rigid Body Interaction

Particle-based Fluid Simulation

Volcanic Smoke Animation using CML

Physically based simulation of thin-shell objects burning

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

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

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

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

REVIEWS ON PHYSICALLY BASED CONTROLLABLE FLUID ANIMATION

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

Lagrangian methods and Smoothed Particle Hydrodynamics (SPH) Computation in Astrophysics Seminar (Spring 2006) L. J. Dursi

Coastal impact of a tsunami Review of numerical models

Debojyoti Ghosh. Adviser: Dr. James Baeder Alfred Gessow Rotorcraft Center Department of Aerospace Engineering

Hardware Accelerated Real-Time Fluid Surface Simulation

Simulating Smoke with an Octree Data Structure and Ray Marching

Real-time haptic display of fluids

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Fracture & Tetrahedral Models

3D Simulation of Dam-break effect on a Solid Wall using Smoothed Particle Hydrodynamic

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Comparison between incompressible SPH solvers

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

REAL-TIME WATER WAVES WITH WAVE PARTICLES. A Dissertation. Cem Yuksel

Free Surface Flows with Moving and Deforming Objects for LBM

Animating smoke with dynamic balance

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

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Permeable and Absorbent Materials in Fluid Simulations

Real-time Breaking Waves for Shallow Water Simulations

Simple and Fast Fluids

Melting and Flowing. Abstract. 1 Introduction. Mark Carlson, Peter J. Mucha, R. Brooks Van Horn III, Greg Turk. Georgia Institute of Technology

Example 13 - Shock Tube

Constraint fluids in Sprinkle. Dennis Gustafsson Mediocre

Vector Visualisation 1. global view

Simulating Bubbles Michael Running Wolf 4/1/05. Introduction

Fluid-structure Interaction by the mixed SPH-FE Method with Application to Aircraft Ditching

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

Coupling of STAR-CCM+ to Other Theoretical or Numerical Solutions. Milovan Perić

FLUENT Secondary flow in a teacup Author: John M. Cimbala, Penn State University Latest revision: 26 January 2016

Finite Volume Discretization on Irregular Voronoi Grids

Smoothed Particle Hydrodynamics on GPUs

Simulating Sinkage & Trim for Planing Boat Hulls. A Fluent Dynamic Mesh 6DOF Tutorial

Parallel GPU-Based Fluid Animation. Master s thesis in Interaction Design and Technologies JAKOB SVENSSON

Structure and Synthesis of Robot Motion

Support for Multi physics in Chrono

Institutionen för systemteknik

Simulation of Offshore Wave Impacts with a Volume of Fluid Method. Tim Bunnik Tim Bunnik MARIN

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

Surface Tension Approximation in Semi-Lagrangian Level Set Based Fluid Simulations for Computer Graphics

Modeling Falling and Accumulating Snow

SPC 307 Aerodynamics. Lecture 1. February 10, 2018

Computer Animation. Algorithms and Techniques. z< MORGAN KAUFMANN PUBLISHERS. Rick Parent Ohio State University AN IMPRINT OF ELSEVIER SCIENCE

Technical Report TR

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)

Use 6DOF solver to calculate motion of the moving body. Create TIFF files for graphic visualization of the solution.

Auto Injector Syringe. A Fluent Dynamic Mesh 1DOF Tutorial

Transcription:

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 Baraff, Witkin & Kass Untangling Cloth SIGGRAPH 2003 Today Flow Simulations in Graphics Flow Simulations in Computer Graphics Random velocity fields water, smoke, viscous fluids Navier-Stokes Equations incompressibility, conservation of mass conservation of momentum & energy Fluid Representations Basic Algorithm Data Representation with averaging to get simple background motion Shallow water equations height field only, can t represent crashing waves, etc. Full Navier-Stokes note: typically we ignore surface tension and focus on macroscopic behavior 1

Heightfield Wave Simulation Flow in a Voxel Grid Cem Yuksel, Donald H. House, and John Keyser, Wave Particles, SIGGRAPH 2007 conservation of mass: For a single phase simulation (e.g., water only, air only) Image from Navier-Stokes Equations Today conservation of momentum: gravity (& other external forces) pressure acceleration Convection: internal movement in a fluid (e.g., caused by variation in density due to a transfer of heat) viscosity drag Modeling the Air/Water Surface Volume-of-fluid tracking Marker and Cell (MAC) Flow Simulations in Computer Graphics Navier-Stokes Equations Fluid Representations Basic Algorithm Data Representation Comparing Representations How do we render the resulting surface? Are we guaranteed not to lose mass/volume? (is the simulation incompressible?) How is each affected by the grid resolution and timestep? Can we guarantee stability? Smoothed Particle Hydrodynamics (SPH) 2

Volume-of-fluid-tracking Each cell stores a scalar value indicating that cell s full -ness + preserves volume - difficult to render - very dependent on grid resolution Marker and Cell (MAC) Harlow & Welch, "Numerical calculation of time-dependent viscous incompressible flow of fluid with free surface, The Physics of Fluids, 1965. Volume marker particles identify location of fluid within the volume (Optional) surface marker particles track the detailed shape of the fluid/air boundary But marker particles don t have or represent a mass/volume of fluid + rendering - does not preserve volume - dependent on grid resolution Smoothed Particle Hydrodynamics (SPH) Each particle represents a specific mass of fluid Meshless (no voxel grid) Repulsive forces between neighboring particles maintain constant volume Demos Nice Marker and Cell (MAC) videos at: http://panoramix.ift.uni.wroc.pl/~maq/eng/cfdthesis.php + no grid resolution concerns (now accuracy depends on number/size of particles) + volume is preserved* + render similar to MAC - much more expensive (particle-particle interactions) http://mme.uwaterloo.ca/~fslien/free_surface/free_surface.htm Reading for Today Realistic Animation of Liquids, Today Flow Simulations in Computer Graphics Navier-Stokes Equations Fluid Representations Basic Algorithm Data Representation 3

Each Grid Cell Stores: Velocity at the cell faces (offset grid) Pressure List of particles This is a critically important detail! (and makes correct implementation rather annoying) Initialization Choose a voxel resolution Choose a particle density Create grid & place the particles Initialize pressure & velocity of each cell Set the viscosity & gravity Choose a timestep & go! Image from Empty, Surface & Full Cells Identify which cells are Empty, Compute new velocities Adjust the velocities to maintain Move the particles Render the geometry and repeat! Images from Identify which cells are Empty, Compute new velocities Adjust the velocities to maintain Move the particles Render the geometry and repeat! Compute New Velocities Note: some of these values are the average velocity within the cell rather than the velocity at a cell face 4

Identify which cells are Empty, Compute new velocities Adjust the velocities to maintain Move the particles Render the geometry and repeat! Adjusting the Velocities Calculate the divergence of the cell (the extra in/out flow) The divergence is used to update the pressure within the cell Adjust each face velocity uniformly to bring the divergence to zero Iterate across the entire grid until divergence is < ε Image from Calculating/Eliminating Divergence Handing Free Surface with MAC initial flow field corresponding divergence after 1 iteration after many iterations (results will vary with different calculation order) corresponding divergence corresponding divergence Divergence in surface cells: Is divided equally amongst neighboring empty cells Or other similar strategies? Zero out the divergence & pressure in empty cells Velocity Interpolation Original image from Identify which cells are Empty, Compute new velocities Adjust the velocities to maintain Move the particles Render the geometry and repeat! In 2D: For each axis, find the 4 closest face velocity samples: (In 3D Find 8 closest face velocities in each dimension) 5

Correct Velocity Interpolation Stable Fluids NOTE: The complete implementation isn t particularly elegant Storing velocities at face midpoints (req d for conservation of mass) makes the index math messy! Stable Fluids, Jos Stam, SIGGRAPH 1999. No interpolation (just use the left/bottom face velocity) Note the discontinuities in velocity at cell boundaries Correct Interpolation Note that the velocity perpendicular to the outer box is zero Buggy Interpolation Note the clumping particles, and the discontinuities at some of the cell borders Smoke Simulation & Rendering Readings for Friday: (pick one) Deformable Objects Alive! Coros, Martin, Thomaszewski, Schumacher, & Sumner, SIGGRAPH 2012 Visual Simulation of Smoke Fedkiw, Stam & Jensen SIGGRAPH 2001 Coupling Water and Smoke to Thin Deformable and Rigid Shells, Guendelman, Selle, Losasso, & Fedkiw, SIGGRAPH 2005. 6