444 research outputs found

    A new doubly discrete analogue of smoke ring flow and the real time simulation of fluid flow

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    Modelling incompressible ideal fluids as a finite collection of vortex filaments is important in physics (super-fluidity, models for the onset of turbulence) as well as for numerical algorithms used in computer graphics for the real time simulation of smoke. Here we introduce a time-discrete evolution equation for arbitrary closed polygons in 3-space that is a discretisation of the localised induction approximation of filament motion. This discretisation shares with its continuum limit the property that it is a completely integrable system. We apply this polygon evolution to a significant improvement of the numerical algorithms used in Computer Graphics.Comment: 15 pages, 3 figure

    Iterative Solvers for Physics-based Simulations and Displays

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    La génération d’images et de simulations réalistes requiert des modèles complexes pour capturer tous les détails d’un phénomène physique. Les équations mathématiques qui composent ces modèles sont compliquées et ne peuvent pas être résolues analytiquement. Des procédures numériques doivent donc être employées pour obtenir des solutions approximatives à ces modèles. Ces procédures sont souvent des algorithmes itératifs, qui calculent une suite convergente vers la solution désirée à partir d’un essai initial. Ces méthodes sont une façon pratique et efficace de calculer des solutions à des systèmes complexes, et sont au coeur de la plupart des méthodes de simulation modernes. Dans cette thèse par article, nous présentons trois projets où les algorithmes itératifs jouent un rôle majeur dans une méthode de simulation ou de rendu. Premièrement, nous présentons une méthode pour améliorer la qualité visuelle de simulations fluides. En créant une surface de haute résolution autour d’une simulation existante, stabilisée par une méthode itérative, nous ajoutons des détails additionels à la simulation. Deuxièmement, nous décrivons une méthode de simulation fluide basée sur la réduction de modèle. En construisant une nouvelle base de champ de vecteurs pour représenter la vélocité d’un fluide, nous obtenons une méthode spécifiquement adaptée pour améliorer les composantes itératives de la simulation. Finalement, nous présentons un algorithme pour générer des images de haute qualité sur des écrans multicouches dans un contexte de réalité virtuelle. Présenter des images sur plusieurs couches demande des calculs additionels à coût élevé, mais nous formulons le problème de décomposition des images afin de le résoudre efficacement avec une méthode itérative simple.Realistic computer-generated images and simulations require complex models to properly capture the many subtle behaviors of each physical phenomenon. The mathematical equations underlying these models are complicated, and cannot be solved analytically. Numerical procedures must thus be used to obtain approximate solutions. These procedures are often iterative algorithms, where an initial guess is progressively improved to converge to a desired solution. Iterative methods are a convenient and efficient way to compute solutions to complex systems, and are at the core of most modern simulation methods. In this thesis by publication, we present three papers where iterative algorithms play a major role in a simulation or rendering method. First, we propose a method to improve the visual quality of fluid simulations. By creating a high-resolution surface representation around an input fluid simulation, stabilized with iterative methods, we introduce additional details atop of the simulation. Second, we describe a method to compute fluid simulations using model reduction. We design a novel vector field basis to represent fluid velocity, creating a method specifically tailored to improve all iterative components of the simulation. Finally, we present an algorithm to compute high-quality images for multifocal displays in a virtual reality context. Displaying images on multiple display layers incurs significant additional costs, but we formulate the image decomposition problem so as to allow an efficient solution using a simple iterative algorithm

    Adaptive Neural Network-Based Approximation to Accelerate Eulerian Fluid Simulation

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    The Eulerian fluid simulation is an important HPC application. The neural network has been applied to accelerate it. The current methods that accelerate the fluid simulation with neural networks lack flexibility and generalization. In this paper, we tackle the above limitation and aim to enhance the applicability of neural networks in the Eulerian fluid simulation. We introduce Smartfluidnet, a framework that automates model generation and application. Given an existing neural network as input, Smartfluidnet generates multiple neural networks before the simulation to meet the execution time and simulation quality requirement. During the simulation, Smartfluidnet dynamically switches the neural networks to make the best efforts to reach the user requirement on simulation quality. Evaluating with 20,480 input problems, we show that Smartfluidnet achieves 1.46x and 590x speedup comparing with a state-of-the-art neural network model and the original fluid simulation respectively on an NVIDIA Titan X Pascal GPU, while providing better simulation quality than the state-of-the-art model

    Real-time 3D rendering of water using CUDA

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    This thesis addresses the real-time simulation of 3D water, both on the CPU and on the GPU. The stable fluids method is extended to 3D, and implemented both on the CPU and on the GPU. The GPU-based implementation is done using the NVIDIA Compute Unified Device Architecture API (Application Programming Interface), shortly CUDA. The stable fluids method requires the use of an iterative sparse linear system solver. Therefore, three solvers were implemented on both CPU and GPU, namely Jacobi, Gauss-Seidel, and Conjugate Gradient solvers. Rendering of water or its velocities, of the moving obstacles, of the static obstacles, and of the world are done using Vertex Buffer Objects (VBOs). In the CPU-based version standard OpenGL VBOs are used, while on the GPU-based version OpenGL-CUDA interoperability VBOs and standard OpenGL VBOs are used

    3D Fractal Flame Wisps

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    This thesis presents a method for integrating two algorithms, fractal flames and wisps, to create visually rich and interesting patterns with 3D volumetric structure. Twenty-one single 3D flame variations are described and specified. These patterns were used to produce an aesthetically designed animation, inspired by both Hubble Telescope photographs and data from a simulation of a predicted collision between the Milky Way and Sagittarius galaxies. The thesis also describes Python tools and a Houdini pre-visualization pipeline that were developed to facilitate the animation design and production

    Preserving Geometry and Topology for Fluid Flows with Thin Obstacles and Narrow Gaps

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    © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Azevedo, V. C., Batty, C., & Oliveira, M. M. (2016). Preserving Geometry and Topology for Fluid Flows with Thin Obstacles and Narrow Gaps. Acm Transactions on Graphics, 35(4), 97. https://doi.org/10.1145/2897824.292591Fluid animation methods based on Eulerian grids have long struggled to resolve flows involving narrow gaps and thin solid features. Past approaches have artificially inflated or voxelized boundaries, although this sacrifices the correct geometry and topology of the fluid domain and prevents flow through narrow regions. We present a boundary-respecting fluid simulator that overcomes these challenges. Our solution is to intersect the solid boundary geometry with the cells of a background regular grid to generate a topologically correct, boundary-conforming cut-cell mesh. We extend both pressure projection and velocity advection to support this enhanced grid structure. For pressure projection, we introduce a general graph-based scheme that properly preserves discrete incompressibility even in thin and topologically complex flow regions, while nevertheless yielding symmetric positive definite linear systems. For advection, we exploit polyhedral interpolation to improve the degree to which the flow conforms to irregular and possibly non-convex cell boundaries, and propose a modified PIC/FLIP advection scheme to eliminate the need to inaccurately reinitialize invalid cells that are swept over by moving boundaries. The method naturally extends the standard Eulerian fluid simulation framework, and while we focus on thin boundaries, our contributions are beneficial for volumetric solids as well. Our results demonstrate successful one-way fluid-solid coupling in the presence of thin objects and narrow flow regions even on very coarse grids.Conselho Nacional de Desenvolvimento Científico e Tecnológico, Natural Sciences and Engineering Research Council of Canad

    Editing Fluid Simulations with Jet Particles

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    Fluid simulation is an important topic in computer graphics in the pursuit of adding realism to films, video games and virtual environments. The results of a fluid simulation are hard to edit in a way that provide a physically plausible solution. Edits need to preserve the incompressibility condition in order to create natural looking water and smoke simulations. In this thesis we present an approach that allows a simple artist-friendly interface for designing and editing complex fluid-like flows that are guaranteed to be incompressible in two and three dimensions. Key to our method is a formulation for the design of flows using jet particles. Jet particles are Lagrangian solutions to a regularised form of Euler’s equations, and their velocity fields are divergence-free which motivates their use in computer graphics. We constrain their dynamics to design divergence-free flows and utilise them effectively in a modern visual effects pipeline. Using just a handful of jet particles we produce visually convincing flows that implicitly satisfy the incompressibility condition. We demonstrate an interactive tool in two dimensions for designing a range of divergence-free deformations. Further we describe methods to couple these flows with existing simulations in order to give the artist creative control beyond the initial outcome. We present examples of local temporal edits to smoke simulations in 2D and 3D. The resulting methods provide promising new ways to design and edit fluid-like deformations and to create general deformations in 3D modelling. We show how to represent existing divergence-free velocity fields using jet particles, and design new vector fields for use in fluid control applications. Finally we provide an efficient implementation for deforming grids, meshes, volumes, level sets, vectors and tensors, given a jet particle flow

    Simulation of incompressible viscous flows on distributed Octree grids

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    This dissertation focuses on numerical simulation methods for continuous problems with irregular interfaces. A common feature of these types of systems is the locality of the physical phenomena, suggesting the use of adaptive meshes to better focus the computational effort, and the complexity inherent to representing a moving irregular interface. We address these challenges by using the implicit framework provided by the Level-Set method and implemented on adaptive Quadtree (in two spatial dimensions) and Octree (in three spatial dimensions) grids. This work is composed of two sections.In the first half, we present the numerical tools for the study of incompressible monophasic viscous flows. After a study of an alternative grid storage structure to the Quad/Oc-tree data structure based on hash tables, we introduce the extension of the level-set method to massively parallel forests of Octrees. We then detail the numerical scheme developed to attain second order accuracy on non-graded Quad/Oc-tree grids and demonstrate the validity and robustness of the resulting solver. Finally, we combine the fluid solver and the parallel framework together and illustrate the potential of the approach.The second half of this dissertation presents the Voronoi Interface Method (VIM), a new method for solving elliptic systems with discontinuities on irregular interfaces such as the ones encountered when simulating viscous multiphase flows. The VIM relies on a Voronoi mesh built on an underlying Cartesian grid and is compact and second order accurate while preserving the symmetry and positiveness of the resulting linear system. We then compare the VIM with the popular Ghost Fluid Method before adapting it to the simulation of the problem of the electropermeabilization of cells
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