Real time simulation of a tornado

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Visual Comput (2007) 23: 559 567 DOI 10.1007/s00371-007-0118-7 ORIGINAL ARTICLE Shiguang Liu Zhangye Wang Zheng Gong Qunsheng Peng Real time simulation of a tornado Published online: 10 May 2007 Springer-Verlag 2007 S. Liu Z. Wang ( ) Z. Gong Q. Peng State Key Lab of CAD&CG, Zhejiang University, Hangzhou 310027, P.R. China {lsg, zywang, gongzheng, peng}@cad.zju.edu.cn S. Liu School of Computer Science and Technology, Tianjin University, Tianjin 300072, P.R. China Abstract We present a novel method for simulating a tornado scene and its damage on the environment in real time, which is recognized as a challenging task for researchers of computer graphics. The method adopts a Reynold-average two-fluid model (RATFM) for modeling the motion of a tornado. In RATFM, the air flow (wind field) is simulated by Reynold-average Navier Stokes equations. The motion of dust particles is approximated as a continuous fluid and is modeled by non-viscosity Navier Stokes equations. An interaction force is introduced to simulate the interaction between these twofluid systems efficiently. Considering the data structure of our method, we design a RATFM solver on the GPU to achieve real time simulation. We also adopt new features of the GPU to accelerate our algorithm. Then, an efficient method is proposed to simulate the tornado s interaction with surrounding large objects such as a car, a bus, a house, etc. In our model, the objects in the tornado scene are represented by connected voxels and a corresponding graph storing the link information. Compared with the photographs of real tornado displays, our simulated results are quite satisfactory. Keywords Natural phenomenon Tornado scene Reynold-average two-fluid model (RATFM) 1 Introduction Although many works have been done on simulation of natural phenomena in the past two decades, relatively little attention has been paid to modeling and rendering for disastrous natural phenomena such as hurricanes, sandstorms, tornados, etc. One reason may be the difficulty of simulating the complex physical mechanisms of these phenomena. Among them, the tornado, is now attracting more and more attention around the world. Realistic simulation of tornados can find applications in many domains such as movie special effects, computer games, natural disaster prevention, and so on. Scientists conduct experiments to study tornados when they occur. It is not only hard to control but also very dangerous. Also, special effects have now become more and more important for film makers. For the disaster movie The Day After Tomorrow, the expense of special effects was more than US $100 million. Some of these effects were created using Maya, which can only be accomplished by a few professionals. We want to develop a scheme that is easy to implement for even nonprofessionals to produce realistic tornado scenes. Scientists can also make related computational experiments using our system. Tornados are caused by unstable air flow (wind field), and are actually a mixture of air flow and dust particle flow. In the field of computer graphics, one simulates fluid

560 S. Liu et al. phenomena using the Navier Stokes equations. They first calculate the velocity field of the air flow, and then use this field to advect smoke or other particles. Coupling of flow and solid objects is considered in [17]. There are other works on liquid-liquid interaction, but they mainly focus on how to obtain the interface of different liquids. However, because the motion of a tornado is mainly related to the interaction between air flow and dust particle flow, we cannot simply advect the dust particles by the velocity field of air flow. Besides the simulated flow effect of the tornado, the chaos appearance and its damage on the surrounding natural environment are also important. The main contributions of this work can be described as follows: RATFM is proposed to simulate the chaos appearance of tornados more realistically than previous methods. A novel two-fluid system solver is designed to achieve real time simulation. To our knowledge, it is the first attempt to simulate damage from a tornado on surrounding objects. Our system is easy to implement. By inputting different initial parameters, different tornado scenes can be produced automatically. The paper is organized as follows. In Sect. 2 we give a brief survey of related works. Then we propose the RATFM in Sect. 3. Section 4 describes the RATFM solver on the GPU. The tornado s interaction with surrounding large objects is discussed in Sect. 5. We give the rendering results in Sect. 6, and our conclusions are in Sect. 7. 2 Related work In computer graphics, there has been a large amount of research on simulating natural phenomena such as smoke, water, fire, etc. [3 5, 13]. Most of these works adopt gridbased approaches and follow the semi-lagrangian method by Stam [15]. They are devoted to simulating single-fluid systems. However, there are also some natural phenomena that cannot be simulated by single-fluid systems such as bubbles [10, 18], volcanic clouds [11], tornados [8], and others, because there are two or more fluids in these phenomena. Hong et al. present a new fluid animation technique that considers the interaction between liquid and gas [7], focusing on the liquid and gas simultaneously. Volume of fluid (VOF) method is used to track the bubble surface in a liquid. Mizuno et al. assume volcanic clouds consist of two fluids, one is magma and the other is the entrained gas [11]. They have simulated this phenomenon with a so-called two-fluid model, while employing single phase non-viscosity Navier Stokes equations. Therefore, their model is limited to gas-gas systems since there is no interaction between the two components of the mixture. Müller et al. propose a method to model fluid-fluid interactions based on the smoothed particle hydrodynamics (SPH) method [12]. They focus on air-water interactions, enabling the simulation of boiling water, the dynamics of a lava lamp, etc. By extending the particle level set method, Losasso et al. simulate the interactions among multiple liquids [9]. Zhu et al. propose a two-fluid lattice Boltzmann model. With this model, they can simulate miscible binary mixtures like pouring honey into water, cola into wine, and more [19]. They mainly focus on liquidliquid systems. The above methods mainly focus on liquid-liquid or gas-liquid systems. Unfortunately, no model is suitable for simulating tornados. Volcanic clouds are similar to tornados, but Mizuno s method is actually a single-fluid system that does not consider the interaction between two fluids in a volcanic cloud. Therefore, neither their method nor the others mentioned above, can be adopted to simulate tornados. Modeling the motion of dust particles is important for simulating a tornado scene. Bell et al. propose a new method for simulating the motion of granular material such as sand, grain, etc. [1]. They represent the granular material as a collection of particles, and calculate their motion by physical forces such as contact force, normal force, and shear force. Zhu et al. approximate the motion of sand particle as a continuous fluid [20]. This approximation is reasonable in the field of computational fluid dynamics (CFD). Liu et al. also approximate the movement of dust particles in tornados as a continuous fluid [8]. However, there are only a few works in the field of computer graphics concerning the simulation of tornados. Ding et al. propose an approach for tornado simulation in 2004 [2]. They generate the tornado flow movement by solving Navier Stokes equations. A particle system is then introduced to simulate the motion of dust particles in a tornado. They adopt a volume rendering algorithm to visualize the flow movement based on the particle density. As large numbers of particles are introduced, the rendering speed is far from real time. Ding and co-workers have also simulated a tornado s interaction with debris on the ground. Liu et al. also present a method for a realistic simulation of a tornado scene, using a two-fluid model (TFM) to simulate the motion of the tornado. The GPU acceleration method is also adopted to achieve interactive rendering rates [8]. Scattering effects of light are also considered to simulate the realistic appearance of the tornado. There are also various works on tornado simulation in the field of physics [14, 16]. They mainly focus on modeling the dynamics of tornados. Although TFM and the method in [2] can simulate various realistic tornado scenes, the chaos appearance of the tornado is still a challenge. All previous works do not simulate a tornado s interaction with large objects such as a car, a house, etc., which can better show the damage on the environment. All the previously mentioned methods

Real time simulation of a tornado 561 cannot simulate tornado scene in real time. In this paper, we propose a novel method for simulating a tornado scene in real time. We can simulate the chaos appearance of a tornado realistically, and its interaction with large objects. 3 Reynold-average two-fluid model (RATFM) for a tornado We can simulate a realistic tornado scene by TFM, however, simulation of the chaos appearance of a tornado is still a challenge. Here, we model the air flow by Reynoldaverage Navier Stokes equations rather than classical Navier Stokes equations, where the former simulates the turbulent flow more accurately. 3.1 Reynold-average Navier Stokes equations In contrast to classical Navier Stokes equations, a term of divergence of Reynolds shear stress is added in Reynoldaverage Navier Stokes equations. We can express it as follows: ρ u t = ρ(u )u p + ν 2 u + τ + f, (1) where u is the wind velocity, ρ density, p pressure, ν viscosity of the air, τ Reynolds shear stress, and f any external forces acting on the air flow. The external force consists of vorticity confinement, interaction force F d between air flow and dust particle flow. F d plays an important part in modeling a tornado, for it accelerates the motion of tornado. Vorticity confinement is described in [4]. F d can be expressed as: u d u F d = ρ d, (2) τ v where τ v m ( 1 + Re 3πdµ d 60 + Re/4 ) ( 1) 1 +, (3) Re Re = ρ d d u /µ d. (4) In the above equations, ρ d and µ d are the density and viscosity coefficients of the dust particles, respectively. ρ d is equal to 2500 kg per cubic meter, and the terms m and d are the mass and diameter of dust particles. The Reynolds shear stress can be expressed as: τ = ρ du y 2 dy, (5) c 2 k where y is the distance from the surface, and c k is the Von Karman constant (equal to 0.4). The air flow is considered as an incompressible fluid, that is u = 0. (6) 3.2 Reynold-average two-fluid model (RATFM) The dust particle flow is modeled as a non-viscosity, incompressible fluid. We express it as: u d = (u d )u d p d + (F d + mg), (7) t u d = 0, (8) where u d is the velocity field of the dust particle flow, p d the pressure field, and g the acceleration of gravity. F d is the interaction force between the two fluids which is given in Sect. 3.1. Equations 1, 6, 7 and 8 constitute our Reynold-average two-fluid model (RATFM). As the Reynolds shear stress in Eq. 1 can well simulate the turbulent air flow, more details are added to make the tornado scene more realistic. Figure 1 compares our method with TFM. From the contrast between Fig. 1a and Fig. 1c, Fig. 1b and Fig. 1d, we see that in the RATFM model the chaos appearance of the tornado is more realistic than in TFM. 4 RATFM solver on the GPU Like TFM, RATFM also consists of two-fluid systems, one is air flow and the other is dust particle flow. If we use the previous methods in [8], we should solve two Navier Stokes equations separately for two velocity textures in one rendering pass. Considering the calculation of the interaction between two-fluid systems, the solve time is more than doubled that for single-fluid systems. We design a novel RATFM solver which can solve two-fluid systems in parallel. Some new GPU features are also adopted in our solver. The following is the implementation of our solver. We solve two Navier Stokes equations in parallel in one rendering pass to improve the solve efficiency by combining two field data textures in one texture. The technique of flat 3D texture [6] is also used to store 3D texture data in a 2D texture map. There is only one type of texture data in [6]; however, different texture data of two-fluid systems will be stored for the RATFM model. We store the air flow velocity texture and the dust particle flow velocity texture in one flat 3D texture (Fig. 2). The green part is for the dust particle flow, and the blue part is for the air flow. It is convenient to read and store velocity by the Y ordinate. In the data texture map, if the Y ordinate is above 0.5, it belongs to the dust particle flow, if not, the air flow. It is of the same type for other field data such as density, pressure, etc. The calculation flow chart of our solver is shown in Fig. 3. First, we initialize the air flow and dust particle

562 S. Liu et al. Fig. 1a d. Modeling contrast between RATFM and TFM. a A frame of tornado scene modeled by RATFM. b Magnified picture of the part identified in a. c A corresponding frame of a modeled by TFM. d Magnified picture of the part identified in c flow, including the initial conditions and boundary conditions. Then, we solve the Navier Stokes equations on the GPU by the semi-lagrange methods [15]. There are two velocity fields in one flat 3D texture, both are updated or only one is updated for one step. We show this in Fig. 3. The yellow part is with texture operation, and the white part is with no texture operation. By this method, we solve two Navier Stokes equations in parallel in one rendering pass. Then, the two-fluid systems are updated at one time. As there are two-fluid systems in the RATFM model, the calculation cost is twice that of the method solving the Navier Stokes equations two times. Considering the interaction force between these two fluids, the calculation cost will be more than doubled. To improve the efficiency of data flow of the GPU, the new objects of Frame Buffer Object and Render Buffer Object supported with the latest OpenGL extension GL- EXT-framebuffer-object are exploited. By this method, the data transmission between GPU and main memory can be accelerated by the technique of Render Buffer Object. With Frame Buffer Object, we can read data from texture memory directly, which can save much more time than previous methods of Render To Target or Multiple Render Targets. As compared with the solve method in [8], our new solver is much more efficient. Fig. 2. Data structure for RATFM

Real time simulation of a tornado 563 5.1 Object representation and its animation Fig. 3. Flow chart of the RATFM solver 5 The tornado s interaction with large objects The tornado s interaction with large objects has received relatively little attention in the fields of both computer graphics and physics for its complexity. In order to efficiently simulate the tornado s interaction with large objects, we use a new method for object representation and fraction simulation. Animation of objects in a tornado is also simulated. To simulate the damage from a tornado on surrounding objects, we should model the fracture and fragmentation of objects. We model large objects in a tornado scene with connected voxels. Adjacent voxels are attached together by links. Each link has its connectivity information. All the connectivity information of the objects in the tornado scene is represented by a graph. Each node in the graph corresponds to a voxel, and each arc corresponds to a link between adjacent voxels. Each link has its own yield limit which is the maximum pressure that this link can withstand before breaking. When the pressure exceeds the limit, this link will break. Here the pressure field can be obtained by solving the RATFM. The split of an object relies on a variable yield limit, which is computed by perturbing some random value, generated within a certain range around some mean value. Table 1 shows the range of mean values of yield limit of different voxels, random value of yield limit, as well as number of voxels of the object we used in our experiment. Rand(a, b) means a random value between a and b. With this method of object representation, we can simulate the fracture of an object by breaking links in the connected voxels structure conveniently. The whole object can be split into many fragmentations by this method. The fragmentations of split objects will move in the wind field. We simulate the animation of these split objects by the following methods. We first calculate the bounding box of each fragmentation and evaluate the forces exerted on each bounding box. So the motion of each fragmentation is approximated by the motion of its bounding box. Then, these forces which are products of the pressure of the wind field and the area of the bounding box perpendicular to the direction of the wind, are acted on the center of each fragmentation. The force can be expressed as: R F = p(t) A R, (9) where p(t) is the pressure field of the tornado at time t, R is a radius vector from the center of the tornado field to the center of each fragmentation, and A is the projected surface area of the bounding box of each fragmentation. We can calculate the position of each voxel in the Table 1. Object representation and link information Objects Number of voxels Mean value of yield limit Random value of yield limit Car (Fig. 6) 120 0.35 0.72 Rand(0.05, 0.15) Bus (Fig. 7) 308 0.46 0.91 Rand(0.08, 0.15) House (Fig. 8) 510 0.20 0.86 Rand(0.10, 0.20)

564 S. Liu et al. Fig. 4a,b. Comparison of our simulated result with the real photo. a Simulated result. b Real photo Fig. 5. Tornado scene at dusk Fig. 6. A sequence of frames from the tornado curling up a car

Real time simulation of a tornado 565 Fig. 7. A sequence of frames from the tornado curling up a bus Fig. 8. A sequence of frames from the tornado destroying a house wind field by the acting force on it. However, the orientation of the voxel should also be calculated. We introduce the torque on each voxel to simulate its orientation. The torque can be computed as: T = r F, (10) where r is the relative position of the voxel to the center of the fragmentation it belongs to. Then the position and orientation of each fragmentation can be updated by the force and torque, respectively. 6 Results With the proposed methods, we have successfully generated various kinds of dynamic tornado scenes. All these experiments are implemented on a PC with 2.8 GHZ, Pentium IV processor, 2 GB memory and an nvidia GeForce FX 6800 GT graphics card. Figure 4 shows the contrast between our rendering result and the real photo. Figure 4a is one frame of our simulated results, and Fig. 4b is the real photo of the tornado.

566 S. Liu et al. Table 2. Performance of our method on the GPU Experiments Size Frame rate (fps) Figure 4 128 128 64 30.5 Figure 5 256 128 32 32.3 Figure 6 128 64 32 26.2 Figure 7 128 64 32 25.9 Figure 8 128 128 64 25.4 From the comparison, we can see that the chaos appearance of our simulated result is close to the real photo. Figure 5 shows a tornado scene at dusk. Figures 6a h and Figs. 7a f show the tornado s interaction with a running car and a running bus on a road, respectively. We can see that the car (bus) is curled up into sky and its motion appears realistic. Figure 8 shows the tornado destroying a house in a field. We can see that the house and its surrounding fence are severely destroyed by an approaching tornado. Table 2 shows the performance of our experiments. In the RATFM solver, most times are in terms of cost by calculating the Poisson equation. Here we use the Jacobi iterative method. With about ten iterations the average frame rate is higher than 25 frames per second. Fine results can be generated by more iterations but at a lower frame rate. 7 Conclusions and future work We have proposed a novel method for simulating realistic tornado scenes. We model the motion of the tornado by the RATFM, an extension of TFM. RATFM can simulate the chaos appearance of a tornado more realistically. Then a RATFM solver on the GPU is designed to reach real time simulation. Some new features of the GPU are also adopted to accelerate the calculation. The tornado s interaction with surrounding large objects such as a car, a bus, a house, etc. is also simulated. As a matter of fact, this model can also be extended to mixtures with three or more fluid components. The limitation of our method is that it cannot deal with mixtures with an obvious interface, such as oil-water mixtures, etc. Improving our method for simulating mixtures with obvious interfaces is a matter of future research. Our future works also include simulation of other natural catastrophic phenomena such as tsunami, sand storms and debris flow. Acknowledgement This research was supported by the 973 Program of China under Grant No. 2002CB312101, the National High Technology Research and Development Program of China (863 Program) under Grant No. 2006AA01Z314 and Natural Science Foundation of China under Grant No. 60475013. We are deeply grateful to the reviewers for their precise comments, which have improved the quality of this paper and will benefit our future work. References 1. Bell, W.N., Yu, Y., Mucha, P.J.: Particle-based simulation of granular materials. In: Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 77 86 (2005) 2. Ding, X.: Physically based simulation of tornadoes. Dissertation, Waterloo University (2004) 3. Enright, D., Marschner, S., Fedkiw, R.: Animation and rendering of complex water surfaces. In: Proceedings of SIGGRAPH 2001, pp. 736 744 (2001) 4. Fedkiw, R., Stam, J., Jensen, H.W.: Visual simulation of smoke. In: Proceedings of SIGGRAPH 2001, pp. 15 22 (2001) 5. Foster, N., Fedkiw, R.: Practical animation of liquids. In: Proceedings of SIGGRAPH 2001, pp. 23 30 (2001) 6. Harris, M.J., Baxter, W.V., Scheuermann, T., Lastra, A.: Simulation of cloud dynamics on graphics hardware. In: Proceedings of the ACM SIGGRPAH/EUROGRAPHICS Conference on Graphics Hardware, pp. 92 101 (2003) 7. Hong, J.M., Kim, C.H.: Animation of bubbles in liquid. Comput. Graph. Forum 22(3), 253 262 (2003) 8. Liu, S., Wang, Z., Gong, Z., Chen, F., Peng, Q.: Physically based modeling and animation of tornado. J. Zhejiang University SCIENCE 7(7), 1099 1106 (2006) 9. Losasso, F., Shinar, T., Selle, A., Fedkiw, R.: Multiple interacting liquids. In: Proceedings of SIGGRAPH 2006, pp. 812 819 (2006) 10. Mihalef, V., Unlusu, B., Metaxas, D., Sussman, M., Hussaini, M.Y.: Physically based boiling simulation. In: Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 317 324 (2006) 11. Mizuno, R., Dobashi, Y., Chen, B.Y., Nishita, T.: Physics motivated modeling of volcanic clouds as two fluids system. In: Proceedings of 11th Pacific Conference on Computer Graphics and Applications, pp. 434 439 (2003) 12. Müller, M., Solenthaler, B., Keiser, R., Gross, M.: Particle based fluid-fluid interaction. In: Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 237 244 (2005) 13. Nguyen, D.Q., Fedkiw, R., Jensen, H.W.: Physically based modeling and animation of fire. In: Proceedings of SIGGRAPH 2002, pp. 721 728 (2002) 14. Rotunno, R.: Supercell thunderstorm modeling and theory. In: The Tornado: Its Structure, Dynamics, Prediction, and Hazards (Geophysical Monograph 79), pp. 57 73. American Geophysical Union, Washington, D.C. (1993) 15. Stam, J.: Stable fluids. In: Proceedings of SIGGRAPH 1999, pp. 121 128 (1999) 16. Trapp, R.J., Fiedler, B.H.: Numerical simulation of tornado-like vortices in asymmetric flow. In: The Tornado: Its Structure, Dynamics, Prediction, and Hazards (Geophysical Monograph 79), pp. 49 54. American Geophysical Union, Washington, D.C. (1993) 17. Yngve, G.D., O Brien, J.F., Hodgins, J.K.: Animating explosions. In: Proceedings of SIGGRAPH 2000, pp. 29 36 (2000) 18. Zheng, W., Yong, J.H., Paul, J.C.: Simulation of bubbles. In: Proceedings of ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 325 334 (2006) 19. Zhu, H.B., Liu, X.H., Liu, Y.Q., Wu, E.H.: Simulation of miscible binary mixtures based on Lattice Boltzmann Method. In: Proceedings of Computer Animation and Social Agents 2006, pp. 403 410 (2006) 20. Zhu, Y., Robert, B.: Animating sand as a fluid. In: Proceedings of SIGGRAPH 2005, pp. 965 972 (2005)

Real time simulation of a tornado 567 SHIGUANG LIU is a Ph.D. candidate in the State Key Lab of CAD&CG at Zhejiang University, P.R. China. He received his B.S. degree from the Department of Applied Mathematics, Qufu Normal University, P.R. China. His research interests include natural phenomena simulation and fluid simulation. ZHANGYE WANG is an associate professor in the State Key Lab of CAD&CG, Zhejiang University, P.R. China. He received his B.S. degree in Physics in 1987 and his M.S. degree in Optics in 1990, both from East China Normal University. In 2002, he received his Ph.D. in Computer Graphics from Zhejiang University. His research interests include realistic image synthesis, computer animation and virtual reality. ZHENG GONG is a M.S. candidate in the State Key Lab of CAD&CG at Zhejiang University, P.R. China. He received his B.S. degree from the Department of Computer Science, Xi an Jiaotong University, P.R. China. His research interests include realistic image synthesis and simulation of multiple scattering. QUNSHENG PENG is a professor in the State Key Lab of CAD&CG at Zhejiang University. His research interests include realistic image synthesis, virtual reality, infrared image synthesis, point-based rendering, scientific visualization and biological calculation, etc. He graduated from Beijing Mechanical College in 1970 and received a Ph.D. from the Department of Computing Studies, University of East Anglia, in 1983. He is currently the Vice Chairman of the Academic Committee, State Key Lab of CAD&CG, Zhejiang University and is serving as a member of the editorial boards of several Chinese journals.