216 research outputs found

    Water wave packets

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    This paper presents a method for simulating water surface waves as a displacement field on a 2D domain. Our method relies on Lagrangian particles that carry packets of water wave energy; each packet carries information about an entire group of wave trains, as opposed to only a single wave crest. Our approach is unconditionally stable and can simulate high resolution geometric details. This approach also presents a straightforward interface for artistic control, because it is essentially a particle system with intuitive parameters like wavelength and amplitude. Our implementation parallelizes well and runs in real time for moderately challenging scenarios

    GPU implementation of wet foam model and the origin of phase separation

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    Due to the unique properties of foams, they can be found in many different applications in a wide variety of fields. The study of foams is also useful for the many properties they share with other phenomena, like impurities in cooling metals, where the impurities coarsen similarly to bubbles in foams. For these and other reasons foams have been studied extensively for over a hundred years and continue being an interesting area of study today due to new insights in both experimental and theoretical work and new applications waiting to be used and realized in different industries. The most impactful early work in the study of the properties of foams was done in the late 1800s by Plateau. His work was extended in the early to mid-1900s by Lifshitz, Slyozov, Wagner and von Neumann and by many more authors in recent years. The early work was mostly experimental or theoretical in the sense of performing mathematical calculations on paper, while the modern methods of study have kept the experimental part -- with more refined methods of measurement of course -- but shifted towards the implementation of the theory as simulations instead of solving problems on paper. In the early 90s Durian proposed a new method for simulating the mechanics of wet foams, based on repulsive spring-like forces between neighboring bubbles. This model was later extended to allow for the coarsening of the foam, and a slightly changed version of this model has been implemented in the code presented in this thesis. As foams consist of a very large number of bubbles, it is important to be able to simulate sufficiently large systems to realistically study the physics of foams. Very large systems have traditionally been too slow to simulate on the individual bubble level in the past, but thanks to the popularity of computer games and the continuous demand for better graphics in games, the graphics processing units have become very powerful and can nowadays be used to do highly parallel general computing. In this thesis, a modified version of Durian's wet foam model that runs on the GPU is presented. The code has been implemented in modern C++ using Nvidia's CUDA on the GPU. Using this program first a typical two-dimensional foam is simulated with 100000 bubbles. It is found that the simulation code replicates the expected behaviour for this kind of foam. After this, a more detailed analysis is done of a novel phenomenon of the separation of liquid and gas phases in low gas fraction foams that arises only with sufficiently large system sizes. It is found that the phase separation causes the foam to evolve as would a foam of higher gas fraction until the phases have mixed back together. It is hypothesized that the reason causing the phase separation is related to uneven energy distribution in the foam, which itself is related to jamming and uneven distribution of the sizes of the bubbles in the foam

    Nonlinear Interactions of Internal Gravity Waves

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    A multi-scale model for coupling strands with shear-dependent liquid

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    We propose a framework for simulating the complex dynamics of strands interacting with compressible, shear-dependent liquids, such as oil paint, mud, cream, melted chocolate, and pasta sauce. Our framework contains three main components: the strands modeled as discrete rods, the bulk liquid represented as a continuum (material point method), and a reduced-dimensional flow of liquid on the surface of the strands with detailed elastoviscoplastic behavior. These three components are tightly coupled together. To enable discrete strands interacting with continuum-based liquid, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. We also develop an extended constraint-based collision handling method that supports cohesion between strands. Furthermore, we present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps. We explore a series of challenging scenarios, involving splashing, shaking, and agitating the liquid which causes the strands to stick together and become entangled.This work was supported in part by the National Science Foundation under Grant Nos.: 1717178, 1319483, CAREER-1453101, the Natu- ral Sciences and Engineering Research Council of Canada under Grant No. RGPIN-04360-2014, SoftBank Group, Pixar, Adobe, and SideFX

    Visual modeling and simulation of multiscale phenomena

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    Many large-scale systems seen in real life, such as human crowds, fluids, and granular materials, exhibit complicated motion at many different scales, from a characteristic global behavior to important small-scale detail. Such multiscale systems are computationally expensive for traditional simulation techniques to capture over the full range of scales. In this dissertation, I present novel techniques for scalable and efficient simulation of these large, complex phenomena for visual computing applications. These techniques are based on a new approach of representing a complex system by coupling together separate models for its large-scale and fine-scale dynamics. In fluid simulation, it remains a challenge to efficiently simulate fine local detail such as foam, ripples, and turbulence without compromising the accuracy of the large-scale flow. I present two techniques for this problem that combine physically-based numerical simulation for the global flow with efficient local models for detail. For surface features, I propose the use of texture synthesis, guided by the physical characteristics of the macroscopic flow. For turbulence in the fluid motion itself, I present a technique that tracks the transfer of energy from the mean flow to the turbulent fluctuations and synthesizes these fluctuations procedurally, allowing extremely efficient visual simulation of turbulent fluids. Another large class of problems which are not easily handled by traditional approaches is the simulation of very large aggregates of discrete entities, such as dense pedestrian crowds and granular materials. I present a technique for crowd simulation that couples a discrete per-agent model of individual navigation with a novel continuum formulation for the collective motion of pedestrians. This approach allows simulation of dense crowds of a hundred thousand agents at near-real-time rates on desktop computers. I also present a technique for simulating granular materials, which generalizes this model and introduces a novel computational scheme for friction. This method efficiently reproduces a wide range of granular behavior and allows two-way interaction with simulated solid bodies. In all of these cases, the proposed techniques are typically an order of magnitude faster than comparable existing methods. Through these applications to a diverse set of challenging simulation problems, I demonstrate the benefits of the proposed approach, showing that it is a powerful and versatile technique for the simulation of a broad range of large and complex systems

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery
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