216 research outputs found
Water wave packets
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
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
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Multi-Scale Models to Simulate Interactions between Liquid and Thin Structures
In this dissertation, we introduce a framework for simulating the dynamics between liquid and thin structures, including the effects of buoyancy, drag, capillary cohesion, dripping, and diffusion. After introducing related works, Part I begins with a discussion on the interactions between Newtonian fluid and fabrics. In this discussion, we treat both the fluid and the fabrics as continuum media; thus, the physical model is built from mixture theory. In Part II, we discuss the interactions between Newtonian fluid and hairs. To have more detailed dynamics, we no longer treat the hairs as continuum media. Instead, we treat them as discrete Kirchhoff rods. To deal with the thin layer of liquid that clings to the hairs, we augment each hair strand with a height field representation, through which we introduce a new reduced-dimensional flow model to solve the motion of liquid along the longitudinal direction of each hair. In addition, we develop a faithful model for the hairs' cohesion induced by surface tension, where a penalty force is applied to simulate the collision and cohesion between hairs. To enable the discrete strands interact with continuum-based, shear-dependent liquid, in Part III, 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. Accordingly, we extend the reduced-dimensional flow model to simulate liquid with elastoviscoplastic behavior. Furthermore, we use a constraint-based model to replace the penalty-force model to handle contact, which enables an accurate simulation of the frictional and adhesive effects between wet strands. We also 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 demonstrate a wide range of effects, including the challenging animation scenarios involving splashing, wringing, and colliding of wet clothes, as well as flipping of hair, animals shaking, spinning roller brushes from car washes being dunked in water, and intricate hair coalescence effects. For complex liquids, we explore a series of challenging scenarios, including strands interacting with oil paint, mud, cream, melted chocolate, and pasta sauce
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Efficient Acoustic Simulation for Immersive Media and Digital Fabrication
Sound is a crucial part of our life. Well-designed acoustic behaviors can lead to significant improvement in both physical and virtual interactions. In computer graphics, most existing methods focused primarily on improving the accuracy. It remained underexplored on how to develop efficient acoustic simulation algorithms for interactive practical applications.
The challenges arise from the dilemma between expensive accurate simulations and fast feedback demanded by intuitive user interaction: traditional physics-based acoustic simulations are computationally expensive; yet, for end users to benefit from the simulations, it is crucial to give prompt feedback during interactions.
In this thesis, I investigate how to develop efficient acoustic simulations for real-world applications such as immersive media and digital fabrication. To address the above-mentioned challenges, I leverage precomputation and optimization to significantly improve the speed while preserving the accuracy of complex acoustic phenomena. This work discusses three efforts along this research direction: First, to ease sound designer's workflow, we developed a fast keypoint-based precomputation algorithm to enable interactive acoustic transfer values in virtual sound simulations. Second, for realistic audio editing in 360° videos, we proposed an inverse material optimization based on fast sound simulation and a hybrid ambisonic audio synthesis that exploits the directional isotropy in spatial audios. Third, we devised a modular approach to efficiently simulate and optimize fabrication-ready acoustic filters, achieving orders of magnitudes speedup while maintaining the simulation accuracy. Through this series of projects, I demonstrate a wide range of applications made possible by efficient acoustic simulations
A multi-scale model for coupling strands with shear-dependent liquid
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
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Structure Preserving and Scalable Simulation of Colliding Systems
Predictive computational tools to study granular materials are important in fields ranging from the geosciences and civil engineering to computer graphics. The simulation of granular materials, however, presents many challenges. The behavior of a granular medium is fundamentally multi-scale, with pair-wise interactions between discrete granules able to influence the continuum-scale evolution of a bulk material. Computational techniques for studying granular materials must therefore contend with this multi-scale nature.
This research first addresses both the question of how to accurately model interactions between grains and the question of how to achieve multi-scale simulations of granular materials. We propose a novel rigid body contact model and a time integration technique that, for the first time, are able to simultaneously capture five key features of rigid body impact. We further validate this new model and time integration method by reproducing computationally challenging phenomena from granular physics.
We next propose a technique to couple discrete and continuum models of granular materials to one another. This hybrid model reveals a family of possible discretizations suitable for simulation. We derive an explicit integration technique from this framework that is able to capture phenomena previously reserved for discrete treatments, including frictional jamming, while treating bulk regions of the material with a continuum model. To effectively handle the large plastic deformations inherent in the evolution of a granular medium, we further propose a method to dynamically update which regions are treated with a discrete model and which regions are treated with a continuum model. We demonstrate that hybrid simulations of a dynamically evolving granular material are possible and practical, and lay the foundation for further algorithmic development in this space.
Finally, as the the tools used in computational science and engineering become progressively more complex, the ability to effectively train students in the field becomes increasingly important. We address the question of how to train students from a computer science background in numerical computation techniques by proposing a new system to automatically vet and identify problems in numerical simulations. This system has been deployed at the undergraduate and graduate level in a course on physical simulation at Columbia University, and has increased both student retention and student satisfaction with the course
Visual modeling and simulation of multiscale phenomena
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
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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