26 research outputs found

    Physically based simulation of explosions

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    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

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    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

    Detail-preserving fluid control

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    A Positive-definite Cut-cell Method for Strong Two-way Coupling Between Fluids and Deformable Bodies

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    © 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

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    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

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    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
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