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

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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 Lagrangian approaches Shallow water Conclusions Some terms Advect: evolve some quantity forward in time using a velocity field. For example particles, mass, etc. Convect: transfer of heat by circulation of movement of fluid. Some terms Lagrangian: methods that move fluid mass (for example by advecting particles) Eulerian: fluid quantities are defined on a grid that is fixed (the quantities can vary over time)

Fluids are governed by the incompressible Navier-Stokes (1) (2) velocity of the fluid [ ] (rho) fluid density ] water ~1000 air ~1.3 pressure [Pa] force per unit area that the fluid exerts accel. due gravity [ ] (assuming: points to you, is up, is right) The momentum equation ( ) How the fluid accelerates due to the forces acting on it gravity and other external forces drag (upsilon) kinematics viscosity how difficult it is to stir viscosity acceleration convection (internal movement) pressure

The momentum equation ( ) gravity Balance of momentum. Internal + external forces = change in momentum. Conservation of energy. Kinetic + internal energy = const. acceleration convection pressure drag Conservation of mass Advecting mass through the velocity field cannot change total mass. Conservation of mass Foster & Metaxas, 1996

Boundary Conditions Three types Boundary Conditions Solid boundaries Normal component of fluid velocity = 0 Solid walls Free surface Other fluids Ideal fluids (slip boundary) The tangential component is unchanged. Viscous fluids (no-slip boundary) The tangential component is set to zero. Boundary Conditions Free surface Interface between the fluid and nothing (air) Volume-of-fluid tracking (for Eulerian) Mesh tracking (tracks evolving mesh) Particle fluids (Lagrangian) Level sets: advects a signed distance function Solutions Lagrangian: The world is a particle system Each particle has an ID and properties (position, velocity, acceleration, etc.) Eulerian: The point in space is fixes Measure stuff as it flows past Analogy - temperature: Lagrangian: a balloon floats with the wind Eulerian: on the ground wind blows past

Incompressibility Real fluids are compressible that is why we hear under water Not important for animation and expensive to calculate Nick Foster and Dimitri Metaxas (1996) Realistic animation of liquids. Graph. Models Image Process. 58, 5 (September 1996), 471-483. Space discretization Uses fixed 3D regular grid (voxels) (two of them) Each cell has pressure in the middle Each cell has its state: FULL of fluid SOLID material EMPTY air SURFACE boundary cell Each wall stores the velocity vector Discretization of the NS momentum equation gives new velocity :

Time step and the Convergence condition The divergence fluid ( missing mass ) are given, so we can only decrease the time step This causes the simulation to slow down over time. Is a finite difference approx. of Change of the mass causes change of the pressure init iteration 1 iteration n

The face vortices are then updated Cell pressure is updated Putting this all together: 1. Scene definition (material, sources, sinks) 2. Set initial pressure and velocity 3. In a loop I. Compute for all Full cells. II. Pressure iteration for all Full cells. Where is the free level? Use marching cubes Use Marker Particles particles that are advected with the velocity Markers and Cells (MAC)

Stability Slowing down because of stability Some iterations for divergence needed Addressed by Jos Stam. 1999. Stable fluids. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques (SIGGRAPH '99). Demo Follow up works Ronald Fedkiw, Jos Stam, and Henrik Wann Jensen. 2001. Visual simulation of smoke. In Proceedings of the 28th annual conference on Computer graphics and interactive techniques(siggraph '01). Follow up works Douglas Enright, Stephen Marschner, and Ronald Fedkiw. 2002. Animation and rendering of complex water surfaces. ACM Trans. Graph. 21, 3 (July 2002), 736-744. Follow up works Erosion simulation

Follow up works More Erosion Lagrangian approaches Lagrangian: methods that move fluid mass (for example by advecting particles) Smoothed Particle Hydrodynamics () R.A. Gingold and J.J. Monaghan, (1977) Smoothed particle hydrodynamics: theory and application to non-spherical stars, Mon. Not. R. Astron. Soc., Vol 181, pp. 375 89. M. Desbrun, and M-P. Cani. (1996). Smoothed Particles: a new paradigm for animating highly deformable bodies. In Proceedings of Eurographics Workshop on Computer Animation and Simulation

Fluid is divided into discrete particles Particles advect mass The values of different properties in the space where no particles are present are calculated by using smoothing functions the physical value at location - mass of the th particle the physical value of the th particle location of the th particle the smoothing kernel radius of influence p 0 h p x p 2 1 Boundary Can be represented as a triangular mesh or as boundary particles (slip, no-slip) boundary particles particles

Varying viscosity http://www.youtube.com/watch?feature=play er_embedded&v=6bdihftftdu http://www.youtube.com/watch?feature=play er_embedded&v=kt4okhxngbq http://www.youtube.com/watch?feature=play er_detailpage&v=uyipg8temmu

Pros No problems with losing material Implicitly saves data (particles are where the fluid is) Splashes are easy Cons Large number of particles is necessary Not as good for GPU as Eulerian (but still pretty good) Shallow Water Simulation The fluid is a simple 2-D grid with layers Neighbor cells are connected by pipes Cannot simulate splashes and overhangs Good enough for near-still water with boats Shallow Water Simulation Shallow Water Simulation Acceleration Algorithm: 1) Get acceleration from unequal levels 2) Calculate flow between cells 3) Change levels of water 4) Go to 1) gh a l Distance between cells

Shallow Water Simulation New flow Shallow Water Simulation Update levels f tt f t tca New flow Old flow Cross sectional area of the pipe Shallow Water Simulation Shallow Water Simulation

Conclusions Fluid simulation is a complex topic Fluid simulation for CG uses simplifications that are aimed at Speed Visual quality Still an open problem lot of work to do Reading Robert Bridson Fluid Simulation for Computer Graphics Siggraph proceedings