3 research outputs found
Versatile interactions at interfaces for SPH-based simulations
The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit multiple interactions at different interfaces. For instance, when cracking an egg, there are simultaneous interactions between air, egg white, egg yolk, and the shell. To conveniently handle all interactions simultaneously in a single simulation, a versatile approach is critical. In this paper, we present a new approach to the surface tension model based on pairwise interaction forces; its basis is to use a larger number of neighboring particles. Our model is stable, conserves momentum, and furthermore, prevents the particle clustering problem which commonly occurs at the free surface. It can be applied to simultaneous interactions at multiple interfaces (e.g. fluid-solid and fluid-fluid). Our method is versatile, physically plausible and easy-to-implement. We also consider the close connection between droplets and bubbles, and show how to animate bubbles in air as droplets, with the help of a new surface particle detection method. Examples are provided to demonstrate the capabilities and effectiveness of our approach
Génération et édition de textures géométriques représentées par des ensembles de points
Thèse numérisée par la Division de la gestion de documents et des archives de l'Université de Montréal
Efficient refinement of dynamic point data
Particle simulations as well as geometric modeling techniques have demonstrated their ability to process and
render points interactively. However, real-time particle-based fluid simulations suffer from poor rendering quality due to low surface particle resolutions. Surfaces appear blobby, surface details are lost, and features like edges are degraded due to smoothing effects. This paper presents a novel point refinement method for irregularly sampled, dynamic points coming from a particle-based fluid simulation. Our interpolation algorithm can handle complex
geometries including splashes, and at the same time preserves features like edges. Point collisions are avoided
resulting in a nearly uniform sampling facilitating surface reconstruction techniques. No point preprocessing
is necessary, and point neighborhoods are dynamically updated reducing computation and memory costs. We
show that our algorithm can efficiently detect and refine the surface points of a fluid and we demonstrate the
improvement of rendering quality and applicability to real-time simulations