26 research outputs found
Physically based simulation of explosions
This thesis describes a method for using physically based techniques to model an explosion and the resulting side effects. Explosions are some of the most visually exciting phenomena known to humankind and have become nearly ubiquitous in action films. A realistic computer simulation of this powerful event would be cheaper, quicker, and much less complicated than safely creating the real thing. The immense energy released by a detonation creates a discontinuous localized increase in pressure and temperature. Physicists and engineers have shown that the dissipation of this concentration of energy, which creates all the visible effects, adheres closely to the compressible Navier-Stokes equation. This program models the most noticeable of these results. In order to simulate the pressure and temperature changes in the environment, a three dimensional grid is placed throughout the area around the detonation and a discretized version of the Navier-Stokes equation is applied to the resulting voxels. Objects in the scene are represented as rigid bodies that are animated by the forces created by varying pressure on their hulls. Fireballs, perhaps the most awe-inspiring side effects of an explosion, are simulated using massless particles that flow out from the center of the blast and follow the currents created by the dissipating pressure. The results can then be brought into Maya for evaluation and tweaking
ElectroCutscenes: Realistic Haptic Feedback in Cutscenes of Virtual Reality Games Using Electric Muscle Stimulation
Cutscenes in Virtual Reality (VR) games enhance story telling by delivering output in the form of visual, auditory, or haptic feedback (e.g., using vibrating handheld controllers).
Since they lack interaction in the form of user input, cutscenes would significantly benefit from improved feedback.
We introduce the concept and implementation of ElectroCutscenes, a concept in which Electric Muscle Stimulation (EMS) is leveraged to elicit physical user movements to correspond to those of personal avatars in cutscenes of VR games while the user stays passive.
Through a user study (N=22) in which users passively received kinesthetic feedback resulting in involuntarily movements, we show that ElectroCutscenes significantly increases perceived presence and realism compared to controller-based vibrotactile and no haptic feedback.
Furthermore, we found preliminary evidence that combining visual and EMS feedback can evoke movements that are not actuated by either of them alone.
We discuss how to enhance realism and presence of cutscenes in VR games even when EMS can partially rather than completely actuate the desired body movements
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Fluid flow on interacting deformable surfaces
Fluid simulation on interacting deformable surfaces is a challenging problem that has many applications. In this paper, we present a framework in which artistic as well as physically realistic flows can be generated on surfaces during deformation and collision. Our simulation system provides comprehensive control over the motion and deformation of an object as well as the movement and density of the fluid on the surface. At the heart of our system is a numerical solver that allows viscous and incompressible flows to be directly generated on surfaces using concepts from differential geometry, such as geodesic polar maps and parallel transport. This solver is fast and stable even when the object undergoes deformation or collides with other surfaces. We also propose rules that allow deformation and collisions to impact fluid flows in a physically realistic manner. By combining these rules with a set of comprehensive design functionalities, we develop a system in which the user can specify shape deformation, collision, and fluid flow in a unified framework. We demonstrate the capability of our system with a number example scenarios.Keywords: surfaces, fluid simulation, parallel transport, viscosity, collision, deformatio
A Positive-definite Cut-cell Method for Strong Two-way Coupling Between Fluids and Deformable Bodies
© ACM, 2017. 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 Zarifi, O., & Batty, C. (2017). A Positive-definite Cut-cell Method for Strong Two-way Coupling Between Fluids and Deformable Bodies. In Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation (p. 7:1–7:11). New York, NY, USA: ACM. https://doi.org/10.1145/3099564.3099572We present a new approach to simulation of two-way coupling between inviscid free surface fluids and deformable bodies that exhibits several notable advantages over previous techniques. By fully incorporating the dynamics of the solid into pressure projection, we simultaneously handle fluid incompressibility and solid elasticity and damping. Thanks to this strong coupling, our method does not suffer from instability, even in very taxing scenarios. Furthermore, use of a cut-cell discretization methodology allows us to accurately apply proper free-slip boundary conditions at the exact solid-fluid interface. Consequently, our method is capable of correctly simulating inviscid tangential flow, devoid of grid artefacts or artificial sticking. Lastly, we present an efficient algebraic transformation to convert the indefinite coupled pressure projection system into a positive-definite form. We demonstrate the efficacy of our proposed method by simulating several interesting scenarios, including a light bath toy colliding with a collapsing column of water, liquid being dropped onto a deformable platform, and a partially liquid-filled deformable elastic sphere bouncing.Natural Sciences and Engineering Research Council of Canad
Physical simulation of wood combustion by using particle system
Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.Thesis (Master's) -- Bilkent University, 2010.Includes bibliographical references leaves 50-54.In computer graphics, the most challenging problem is modeling natural phenomena
such as water, re, smoke etc. The reason behind this challenge is the
structural complexity, as the simulation of natural phenomena depends on some
physical equations that are di cult to implement and model. In complex physically
based simulations, it is required to keep track of several properties of the
object that participates in the simulation. These properties can change and their
alteration may a ect other physical and thermal properties of object. As one
of natural phenomena, burning wood has various properties such as combustion
reaction, heat transfer, heat distribution, fuel consumption and object shape in
which change in one during the duration of simulation alters the e ects of some
other properties.
There have been several models for animating and modeling re phenomena.
The problem with most of the existing studies related to re modeling is that
decomposition of the burning solid is not mentioned, instead solids are treated
only as fuel source.
In this thesis, we represent a physically based simulation of a particle based
method for decomposition of burning wood and combustion process. In our work,
besides being a fuel source, physical and thermal a ects of combustion process
over wood has been observed. A particle based system has been modelled in
order to simulate the decomposition of a wood object depending on internal and
external properties and their interactions and the motion of the spreading re
according to combustion process.Gürcüoğlu, GizemM.S
Shock Wave Dynamics of Novel Aluminized Detonations and Empirical Model for Temperature Evolution from Post-Detonation Combustion Fireballs
This research characterizes the blast wave and temperature evolution of an explosion fireball in order to improve the classification of aluminized conventional munitions based on a single explosive type such as RDX. A drag model fit to data shows initial shock velocities of 1.6-2.8 km/s and maximum fireball radii ranging from 4.3-5.8 m with most of the radii reached by 50 ms upon detonation. The Sedov-Taylor point blast model is fitted to data where a constant release (s=1) of energy upon detonation suggests shock energies of 0.5-8.9 MJ with blast dimensionalities indicative of the spherical geometry (n3) observed in visible imagery. An inverse correlation exists between blast wave energy and overall aluminum content in the test articles. Using a radiative cooling term and a secondary combustion term, a physics-based empirical model is able to reduce 82 data points to five fit parameters to describe post-detonation combustion fireballs. The fit-derived heat of combustion has a 96% correlation with the calculated heat of combustion but has a slope of 0.49 suggesting that only half of the theoretical heat of combustion is realized. Initial temperature is not a good discriminator of detonation events but heat of combustion holds promise as a potential variable for event classification