2,597 research outputs found

    Water wave animation via wavefront parameter interpolation

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    We present an efficient wavefront tracking algorithm for animating bodies of water that interact with their environment. Our contributions include: a novel wavefront tracking technique that enables dispersion, refraction, reflection, and diffraction in the same simulation; a unique multivalued function interpolation method that enables our simulations to elegantly sidestep the Nyquist limit; a dispersion approximation for efficiently amplifying the number of simulated waves by several orders of magnitude; and additional extensions that allow for time-dependent effects and interactive artistic editing of the resulting animation. Our contributions combine to give us multitudes more wave details than similar algorithms, while maintaining high frame rates and allowing close camera zooms

    Fundamental solutions for water wave animation

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    This paper investigates the use of fundamental solutions for animating detailed linear water surface waves. We first propose an analytical solution for efficiently animating circular ripples in closed form. We then show how to adapt the method of fundamental solutions (MFS) to create ambient waves interacting with complex obstacles. Subsequently, we present a novel wavelet-based discretization which outperforms the state of the art MFS approach for simulating time-varying water surface waves with moving obstacles. Our results feature high-resolution spatial details, interactions with complex boundaries, and large open ocean domains. Our method compares favorably with previous work as well as known analytical solutions. We also present comparisons between our method and real world examples

    Solitonic Effects of the Local Electromagnetic Field on Neuronal Microtubules

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    Current wisdom in classical neuroscience suggests that the only direct action of the electric field in neurons is upon voltage-gated ion channels which open and close their gates during the passage of ions. The intraneuronal biochemical activities are thought to be modulated indirectly either by entering into the cytoplasm ions that act as\ud second messengers, or via linkage to the ion channels enzymes. In this paper we present a novel possibility for subneuronal processing of information by cytoskeletal microtubule tubulin tails and we show that the local electromagnetic field supports information that could\ud be converted into specific protein tubulin tail conformational states. Long-range collective coherent behavior of the tubulin tails could be modelled in the form of solitary waves such as sine-Gordon kinks, antikinks or breathers that propagate along the microtubule outer\ud surface, and the tubulin tail soliton collisions could serve as elementary computational gates that control cytoskeletal processes. The biological importance of the presented model is due to the unique biological enzymatic energase action of the tubulin tails, which is experimentally verified for controlling the sites of microtubule-associated protein\ud attachment and the kinesin transport of post-Golgi vesicles

    Design of Parametrically Forced Patterns and Quasipatterns

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    The Faraday wave experiment is a classic example of a system driven by parametric forcing, and it produces a wide range of complex patterns, including superlattice patterns and quasipatterns. Nonlinear three-wave interactions between driven and weakly damped modes play a key role in determining which patterns are favored. We use this idea to design single and multifrequency forcing functions that produce examples of superlattice patterns and quasipatterns in a new model PDE with parametric forcing. We make quantitative comparisons between the predicted patterns and the solutions of the PDE. Unexpectedly, the agreement is good only for parameter values very close to onset. The reason that the range of validity is limited is that the theory requires strong damping of all modes apart from the driven pattern-forming modes. This is in conflict with the requirement for weak damping if three-wave coupling is to influence pattern selection effectively. We distinguish the two different ways that three-wave interactions can be used to stabilize quasipatterns, and we present examples of 12-, 14-, and 20-fold approximate quasipatterns. We identify which computational domains provide the most accurate approximations to 12-fold quasipatterns and systematically investigate the Fourier spectra of the most accurate approximations

    Real-time Physics Based Simulation for 3D Computer Graphics

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    Restoration of realistic animation is a critical part in the area of computer graphics. The goal of this sort of simulation is to imitate the behavior of the transformation in real life to the greatest extent. Physics-based simulation provides a solid background and proficient theories that can be applied in the simulation. In this dissertation, I will present real-time simulations which are physics-based in the area of terrain deformation and ship oscillations. When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this dissertation, I present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. I demonstrate my algorithm by vehicle tracks on soft terrain. In the field of ship oscillation simulation, I propose a new method for simulating ship motions in waves. Although there have been plenty of previous work on physics based fluid-solid simulation, most of these methods are not suitable for real-time applications. In particular, few methods are designed specifically for simulating ship motion in waves. My method is based on physics theories of ship motion, but with necessary simplifications to ensure real-time performance. My results show that this method is well suited to simulate sophisticated ship motions in real time applications

    IST Austria Thesis

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    Computer graphics is an extremely exciting field for two reasons. On the one hand, there is a healthy injection of pragmatism coming from the visual effects industry that want robust algorithms that work so they can produce results at an increasingly frantic pace. On the other hand, they must always try to push the envelope and achieve the impossible to wow their audiences in the next blockbuster, which means that the industry has not succumb to conservatism, and there is plenty of room to try out new and crazy ideas if there is a chance that it will pan into something useful. Water simulation has been in visual effects for decades, however it still remains extremely challenging because of its high computational cost and difficult artdirectability. The work in this thesis tries to address some of these difficulties. Specifically, we make the following three novel contributions to the state-of-the-art in water simulation for visual effects. First, we develop the first algorithm that can convert any sequence of closed surfaces in time into a moving triangle mesh. State-of-the-art methods at the time could only handle surfaces with fixed connectivity, but we are the first to be able to handle surfaces that merge and split apart. This is important for water simulation practitioners, because it allows them to convert splashy water surfaces extracted from particles or simulated using grid-based level sets into triangle meshes that can be either textured and enhanced with extra surface dynamics as a post-process. We also apply our algorithm to other phenomena that merge and split apart, such as morphs and noisy reconstructions of human performances. Second, we formulate a surface-based energy that measures the deviation of a water surface froma physically valid state. Such discrepancies arise when there is a mismatch in the degrees of freedom between the water surface and the underlying physics solver. This commonly happens when practitioners use a moving triangle mesh with a grid-based physics solver, or when high-resolution grid-based surfaces are combined with low-resolution physics. Following the direction of steepest descent on our surface-based energy, we can either smooth these artifacts or turn them into high-resolution waves by interpreting the energy as a physical potential. Third, we extend state-of-the-art techniques in non-reflecting boundaries to handle spatially and time-varying background flows. This allows a novel new workflow where practitioners can re-simulate part of an existing simulation, such as removing a solid obstacle, adding a new splash or locally changing the resolution. Such changes can easily lead to new waves in the re-simulated region that would reflect off of the new simulation boundary, effectively ruining the illusion of a seamless simulation boundary between the existing and new simulations. Our non-reflecting boundaries makes sure that such waves are absorbed

    Dispersion kernels for water wave simulation

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    We propose a method to simulate the rich, scale-dependent dynamics of water waves. Our method preserves the dispersion properties of real waves, yet it supports interactions with obstacles and is computationally efficient. Fundamentally, it computes wave accelerations by way of applying a dispersion kernel as a spatially variant filter, which we are able to compute efficiently using two core technical contributions. First, we design novel, accurate, and compact pyramid kernels which compensate for low-frequency truncation errors. Second, we design a shadowed convolution operation that efficiently accounts for obstacle interactions by modulating the application of the dispersion kernel. We demonstrate a wide range of behaviors, which include capillary waves, gravity waves, and interactions with static and dynamic obstacles, all from within a single simulation.Funding Sources: European Research Council; Spanish Ministry of EconomyPeer Reviewe

    The influence of station keeping systems on tidal turbine structural performance when operating in combined-wave current sea states

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    This thesis reports on the performance and interactions of a tidal turbine and station keeping systems based on the adoption of a tension mooring system in different sea states. The capabilities of introducing damping are being investigated to reduce the peak loads that tidal turbines experience during operational life in high energy wave-current environments and extreme sea states. A neutrally buoyant turbine is supported from a tension cable based mooring system, where tension is introduced by a buoy fully submersed in water. The loading on the turbine rotor blades and buoy are calculated using a wave and current coupled BEMT. The modeling algorithm developed is based on an inverted triple pendulum, responding to different sea state conditions to understand the system response behavior and the blade load in different sea states, including extreme conditions. The results show the tension mooring system reduce speak thrust loading on the turbine, but it was found that there are certain limitation when using this design in extreme waves conditions.This thesis reports on the performance and interactions of a tidal turbine and station keeping systems based on the adoption of a tension mooring system in different sea states. The capabilities of introducing damping are being investigated to reduce the peak loads that tidal turbines experience during operational life in high energy wave-current environments and extreme sea states. A neutrally buoyant turbine is supported from a tension cable based mooring system, where tension is introduced by a buoy fully submersed in water. The loading on the turbine rotor blades and buoy are calculated using a wave and current coupled BEMT. The modeling algorithm developed is based on an inverted triple pendulum, responding to different sea state conditions to understand the system response behavior and the blade load in different sea states, including extreme conditions. The results show the tension mooring system reduce speak thrust loading on the turbine, but it was found that there are certain limitation when using this design in extreme waves conditions
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