Navier-Stokes & Flow Simulation

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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 of uniform masses using only structural springs with uniform stiffness. Spring-Mass Systems Numerical Integration (Euler, Midpoint, Runge-Kutta) Modeling string, hair, & cloth Predicting the Drape of Woven Cloth Using Interacting Particles READING FOR TODAY Breen, House, and Wozny SIGGRAPH 1994

Cloth Collision READING FOR TODAY Robert Bridson, Ronald Fedkiw & John Anderson Robust Treatment of Collisions, Contact and Friction for Cloth Animation SIGGRAPH 2002 A cloth has many points of contact Often stays in contact Requires Efficient collision detection Efficient numerical treatment (stability) Cloth in Practice (w/ Animation) READING FOR TODAY Baraff, Witkin & Kass Untangling Cloth SIGGRAPH 2003 How to read a research paper? Components of a well-written research paper? (especially an advanced paper in a new area) Multiple readings are often necessary Don't necessarily read from front to back Lookup important terms Target application & claimed contributions Experimental procedure How well results & examples support the claims Scalability of the technique (order notation) Limitations of technique, places for future research Possibilities for hybrid systems with other work Motivation/context/related work Contributions of this work Clear description of algorithm Sufficiently-detailed to allow work to be reproduced Work is theoretically sound (hacks/arbitrary constants discouraged) Results well chosen examples clear tables/illustrations/visualizations Conclusions limitations of the method are clearly stated

HW2: Cloth & Fluid Simulation Today Flow Simulations in Computer Graphics water, smoke, viscous fluids Navier-Stokes Equations incompressibility, conservation of mass conservation of momentum & energy Fluid Representations Basic Algorithm Data Representation Papers for Next Time... Flow Simulations in Graphics Heightfield Wave Simulation Random velocity fields Cem Yuksel, Donald H. House, and John Keyser, Wave Particles, SIGGRAPH 2007 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

Flow in a Volume (continuous or voxel grid) Navier-Stokes Equations conservation of mass: conservation of momentum: gravity (& other external forces) pressure viscosity For a single phase simulation (e.g., water only, air only) Image from Foster & Metaxas, 1996 Today Flow Simulations in Computer Graphics Navier-Stokes Equations Fluid Representations Basic Algorithm Data Representation Papers for Next Time... acceleration Convection: internal movement in a fluid (e.g., caused by variation in density due to a transfer of heat) drag Modeling the Air/Water Surface Volume-of-fluid tracking Marker and Cell (MAC) Smoothed Particle Hydrodynamics (SPH)

Comparing Representations Volume-of-fluid-tracking 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? Each cell stores a scalar floating point 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 + no grid resolution concerns (now accuracy depends on number/size of particles) + volume is preserved* + render similar to Marker and Cell (MAC) much more expensive (particle-particle interactions) Note: Usually a grid is added to reduce the number of particle-particle comparisons!

Demos Today Nice Marker and Cell (MAC) videos at: http://panoramix.ift.uni.wroc.pl/~maq/eng/cfdthesis.php Flow Simulations in Computer Graphics Navier-Stokes Equations Fluid Representations Basic Algorithm Data Representation Papers for Next Time... http://mme.uwaterloo.ca/~fslien/free_surface/free_surface.htm Each Grid Cell Stores: Initialization Velocity at the cell faces (offset grid) Pressure This is a critically List of particles important detail! (and makes correct implementation rather annoying) Image from Foster & Metaxas, 1996 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! This piece needs explanation!

At each Timestep: Empty, Surface & Full Cells Identify which cells are Empty, Full, or on the Surface Compute new velocities Adjust the velocities to maintain an incompressible flow Move the particles Empty: no marker particles Surface: has an neighbor that is Empty Full: not Empty or Surface Interpolate the velocities at the faces Render the geometry and repeat! Images from Foster & Metaxas, 1996 At each Timestep: Compute New Velocities Identify which cells are Empty, Full, or on the Surface Compute new velocities Adjust the velocities to maintain an incompressible flow Move the particles Interpolate the velocities at the faces Render the geometry and repeat! Note: some of these values are the average velocity within the cell rather than the velocity at a cell face

At each Timestep: Adjusting the Velocities Identify which cells are Empty, Full, or on the Surface Compute new velocities Adjust the velocities to maintain an incompressible flow Move the particles 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 Image from Iterate across the entire Foster & Metaxas, 1996 grid until divergence is < ε Interpolate the velocities at the faces Render the geometry and repeat! Calculating/Eliminating Divergence Handing Free Surface with MAC Divergence in surface cells: initial flow field after 1 iteration after many iterations (results will vary with different calculation order) Is divided equally amongst neighboring empty cells Or other similar strategies? Zero out the divergence & pressure in empty cells corresponding divergence corresponding divergence corresponding divergence

Original image from Foster & Metaxas, 1996 At each Timestep: Velocity Interpolation Identify which cells are Empty, Full, or on the Surface Compute new velocities Adjust the velocities to maintain an incompressible flow Move the particles In 2D: For each axis, find the 4 closest face velocity samples: Interpolate the velocities at the faces Render the geometry and repeat! (In 3D Find 8 closest face velocities in each dimension) Correct Velocity Interpolation Today NOTE: The complete implementation isn t particularly elegant Storing velocities at face midpoints (req d for conservation of mass) makes the index math messy! 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 (& particles might escape the box!) Flow Simulations in Computer Graphics Navier-Stokes Equations Fluid Representations Basic Algorithm Data Representation Papers for Next Time...

Reading for Tuesday Everyone should read this (simple fluid model used in HW2) Stable Fluids Realistic Animation of Liquids, Foster & Metaxas, 1996 Stable Fluids, Jos Stam, SIGGRAPH 1999. Smoke Simulation & Rendering Optional Reading for Friday 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.

Optional Reading for Friday Optional Reading for Friday Cem Yuksel, Donald H. House, and John Keyser, Wave Particles, SIGGRAPH 2007 Preserving Geometry and Topology for Fluid Flows with Thin Obstacles and Narrow Gaps Azevedo, Batty, & Oliveira, SIGGRAPH 2016