Explicit Mesh Surfaces for Particle Based Fluids

January 23, 2012

Jihun Yu, Chris Wojtan, Greg Turk, Chee Yap

We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoothed particle hydrodynamics (SPH) simulator. Once an initial surface mesh is created, this mesh is carried forward in time using nearby particle velocities to advect the mesh vertices. The mesh connectivity remains mostly unchanged across time-steps; it is only modified locally for topology change events or for the improvement of triangle quality. In order to ensure that the surface mesh does not diverge from the underlying particle simulation, we periodically project the mesh surface onto an implicit surface defined by the physics simulation. The mesh surface gives us several advantages over previous SPH surface tracking techniques. We demonstrate a new method for surface tension calculations that clearly outperforms the state of the art in SPH surface tension for computer graphics. We also demonstrate a method for tracking detailed surface information (like colors) that is less susceptible to numerical diffusion than competing techniques. Finally, our temporally-coherent surface mesh allows us to simulate high-resolution surface wave dynamics without being limited by the particle resolution of the SPH simulation.

Explicit Mesh Surfaces for Particle Based Fluids


Multi-FLIP for Energetic Two-Phase Fluid Simulation

January 21, 2012

Landon Boyd, Robert Bridson

Physically-based liquid animations often ignore the influence of air, giving up interesting behaviour. We present a new method which treats both
air and liquid as incompressible, more accurately reproducing the reality observed at scales relevant to computer animation. The Fluid Implicit Particle (FLIP) method, already shown to effectively simulate incompressible fluids with low numerical dissipation, is extended to two-phase flow by associating a phase bit with each particle. The liquid surface is reproduced at each time step from the particle positions, which are adjusted to prevent mixing near the surface and to allow for accurate surface tension. The liquid surface is adjusted around small-scale features so they are represented in the grid-based pressure projection, while separate, loosely coupled velocity fields reduce unwanted influence between the phases. The resulting scheme is easy to implement, requires little parameter tuning and is shown to reproduce lively two-phase fluid phenomena.

Multi-FLIP for Energetic Two-Phase Fluid Simulation


PhD Theses

January 21, 2012

Efficient Computational Methods for Phyically-Based Simulation – Bernhard Thomaszewski, Tuebingen

Practical Methods for Simulation of Compressible Flow and Structure Interactions – Nipun Kwatra, Stanford

Coupled Simulation of Deformable Solids, Rigid Bodies, and Fluids – Craig Schroeder, Stanford

Strand-Based Musculotendon Simulation of the Hand - Shinjiro Sueda, UBC

Eulerian Geometric Discretizations of Manifolds and Dynamics – Patrick Mullen, Caltech

Efficient, Scalable Traffic and Compressible Fluid Simulations using Hyperbolic Models – Jason Sewall, UNC

Are there other recent ones I’m missing? Let me know.


A Hybrid Iterative Solver for Robustly Capturing Coulomb Friction in Hair Dynamics

December 5, 2011

Gilles Daviet, Florence Bertails-Descoubes, Laurence Boissieux

Dry friction between hair fibers plays a major role in the collective hair dynamic behavior as it accounts for typical nonsmooth features such as stick-slip instabilities. However, due the challenges posed by the modeling of nonsmooth friction, previous mechanical models for hair either neglect friction or use an approximate smooth friction model, thus losing important visual features. In this paper we present a new generic robust solver for capturing Coulomb friction in large assemblies of tightly packed fibers such as hair. Our method is based on an iterative algorithm where each single contact problem is efficiently and robustly solved by introducing a hybrid strategy that combines a new zero-finding formulation of (exact) Coulomb friction together with an analytical solver as a fail-safe. Our global solver turns out to be very robust and highly scalable as it can handle up to a few thousand densely packed fibers subject to tens of thousands frictional contacts at a reasonable computational cost. It can be conveniently combined to any fiber model with various rest shapes, from smooth to curly. Our results, visually validated against real hair motions, depict typical hair collective effects and greatly enhance the realism of standard hair simulators.

A Hybrid Iterative Solver for Robustly Capturing Coulomb Friction in Hair Dynamics


SPH Based Shallow Water Simulation

October 14, 2011

Barbara Solenthaler, Peter Bucher, Nuttapong Chentanez, Matthias Muller, Markus Gross

We present an efficient method that uses particles to solve the 2D shallow water equations. These equations describe the dynamics of a body of water represented by a height field. Instead of storing the surface heights using uniform grid cells, we discretize the fluid with 2D SPH particles and compute the height according to the density at each particle location. The particle discretization offers the benefits that it simplifies the use of sparsely filled domains and arbitrary boundary geometry. Our solver can handle terrain slopes and supports two-way coupling of the particle-based height field with rigid objects. An improved surface definition is presented that reduces visible bumps related to the underlying particle representation. It furthermore smoothes areas with separating particles to achieve better rendering results. Both the physics and the rendering are implemented on modern GPUs resulting in interactive performances in all our presented examples.

SPH Based Shallow Water Simulation


VRIPhys 2011 papers

October 10, 2011
The program for VRIPHYS 2011 is up, which includes the following physics-related papers:
  • Simulating inextensible cloth using locking-free triangle meshes
  • Adding physics to animated characters using oriented particles
  • Focused ultrasound – Efficient GPU simulation methods for therapy planning
  • Time adaptive approximate SPH
  • Real-time simulation of stiff threads using large timesteps
  • Interactive high-resolution boundary surfaces for deformable bodies with changing topology
  • SPH based shallow water simulation
  • Precomputed shape database for real-time physically-based simulation
  • XML3D Physics: Declarative physics simulation for the web

Adding Physics to Characters Using Oriented Particles

October 10, 2011

Matthias Muller, Nuttapong Chentanez

We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.

Adding Physics to Characters Using Oriented Particles


Sketch-Based Dynamic Illustration of Fluid Systems

October 2, 2011

Bo Zhu, Michiaki Iwata, Ryo Haraguchi, Takashi Ashahara, Nobukuyuki Umetani, Takeo Igarashi, Kazuo Nakazawa

This paper presents a lightweight sketching system that enables interactive illustration of complex fluid systems. Users can sketch on a 2.5-dimensional (2.5D) canvas to design the shapes and connections of a fluid circuit. These input sketches are automatically analyzed and abstracted into a hydraulic graph, and a new hybrid fluid model is used in the background to enhance the illustrations. The system provides rich simple operations for users to edit the fluid system incrementally, and the new internal flow patterns can be simulated in real time. Our system is used to illustrate various fluid systems in medicine, biology, and engineering. We asked professional medical doctors to try our system and obtained positive feedback from them.

Sketch-Based Dynamic Illustration of Fluid Systems


Pattern Guided Smoke Animation with Lagrangian Coherent Structure

September 26, 2011

Zhi Yuan, Fan Chen, Ye Zhao

Fluid animation practitioners face great challenges from the complexity of flow dynamics and the high cost of numerical simulation. A major hindrance is the uncertainty of fluid behavior after simulation resolution increases and extra turbulent effects are added. In this paper, we propose to regulate fluid animations with predesigned flow patterns. Animators can design their desired fluid behavior with fast, low-cost simulations. Flow patterns are then extracted from the results by the Lagrangian Coherent Structure (LCS) that represents major flow skeleton. Therefore, the final high-quality animation is confined towards the designed behavior by applying the patterns to drive high-resolution and turbulent simulations. The pattern regulation is easily computed and achieves controllable variance in the output. The method makes it easy to design special fluid effects, which increases the usability and scalability of various advanced fluid modeling technologies.

Pattern Guided Smoke Animation with Lagrangian Coherent Structure

 


VolCCD: Fast Continuous Collision Culling Between Deforming Volume Meshes

September 18, 2011

Min Tang, Dinesh Manocha, Sung-Eui Yoon, Peng Du, Jae-Pil Heo, Ruofeng Tong

We present a novel culling algorithm to perform fast and robust continuous collision detection between deforming volume meshes. This includes a continuous separating axis test that can conservatively check whether two volume meshes overlap during a given time interval. Moreover, we present efficient methods to eliminate redundant elementary tests between the features (e.g., vertices, edges, and faces) of volume elements (e.g., tetrahedra). Our approach is applicable to various deforming meshes, including those with changing topologies, and efficiently computes the first time of contact. We are able to perform inter-object and intra-object collision queries in models represented with tens of thousands of volume elements at interactive rates on a single CPU core. Moreover, we observe more than an order of magnitude performance improvement over prior methods.

VolCCD: Fast Continuous Collision Culling Between Deforming Volume Meshes


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