11,477 research outputs found
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
Fast SPH simulation for gaseous fluids
This paper presents a fast smoothed particle hydro-dynamics (SPH) simulation approach for gaseous fluids. Unlike previous SPH gas simulators, which solve the transparent air flow in a fixed simulation domain, the proposed approach directly solves the visible gas without involving the transparent air. By compensating the density and force calculation for the visible gas particles, we completely avoid the need of computational cost on ambient air particles in previous approaches. This allows the computational resources to be exclusively focused on the visible gas, leading to significant performance improvement of SPH gas simulation. The proposed approach is at least ten times faster than the standard SPH gas simulation strategy and is able to reduce the total particle number by 25–400 times in large open scenes. The proposed approach also enables fast SPH simulation of complex scenes involving liquid–gas transition, such as boiling and evaporation. A particle splitting and merging scheme is proposed to handle the degraded resolution in liquid–gas phase transition. Various examples are provided to demonstrate the effectiveness and efficiency of the proposed approach
Modeling human intuitions about liquid flow with particle-based simulation
Humans can easily describe, imagine, and, crucially, predict a wide variety
of behaviors of liquids--splashing, squirting, gushing, sloshing, soaking,
dripping, draining, trickling, pooling, and pouring--despite tremendous
variability in their material and dynamical properties. Here we propose and
test a computational model of how people perceive and predict these liquid
dynamics, based on coarse approximate simulations of fluids as collections of
interacting particles. Our model is analogous to a "game engine in the head",
drawing on techniques for interactive simulations (as in video games) that
optimize for efficiency and natural appearance rather than physical accuracy.
In two behavioral experiments, we found that the model accurately captured
people's predictions about how liquids flow among complex solid obstacles, and
was significantly better than two alternatives based on simple heuristics and
deep neural networks. Our model was also able to explain how people's
predictions varied as a function of the liquids' properties (e.g., viscosity
and stickiness). Together, the model and empirical results extend the recent
proposal that human physical scene understanding for the dynamics of rigid,
solid objects can be supported by approximate probabilistic simulation, to the
more complex and unexplored domain of fluid dynamics.Comment: Under review at PLOS Computational Biolog
Accelerating Eulerian Fluid Simulation With Convolutional Networks
Efficient simulation of the Navier-Stokes equations for fluid flow is a long
standing problem in applied mathematics, for which state-of-the-art methods
require large compute resources. In this work, we propose a data-driven
approach that leverages the approximation power of deep-learning with the
precision of standard solvers to obtain fast and highly realistic simulations.
Our method solves the incompressible Euler equations using the standard
operator splitting method, in which a large sparse linear system with many free
parameters must be solved. We use a Convolutional Network with a highly
tailored architecture, trained using a novel unsupervised learning framework to
solve the linear system. We present real-time 2D and 3D simulations that
outperform recently proposed data-driven methods; the obtained results are
realistic and show good generalization properties.Comment: Significant revisio
Real-time physical engine for floating objects with two-way fluid-structure coupling
A method to simulate graphic animations of objects floating in a water surface in real time is presented. The fluid is simulated by means of the Lattice Boltzmann method for the shallow-waters equations, and the movement of the floating objects is calculated with a Newtonian physical engine suitable for the mechanics of rigid bodies. A two-way interaction between the fluid surface and the object structures is achieved by providing inputs to the Newtonian engine representing buoyancy, drag and lift forces calculated from the solution of the Lattice Boltzmann scheme, which in turn is perturbed by displacement forces acting at the objects boundaries. The method is tested in animation scenes of boats and different adrift objects, showing excellent rendering rates in desktop computers.Fil: Lazo, Marcos Gonzalo. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas. Centro CientĂfico TecnolĂłgico Tandil; ArgentinaFil: Garcia Bauza, Cristian Dario. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas. Centro CientĂfico TecnolĂłgico Tandil; ArgentinaFil: Boroni, Gustavo Adolfo. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas. Centro CientĂfico TecnolĂłgico Tandil; ArgentinaFil: Clausse, Alejandro. Comision Nacional de Energia Atomica. Gerencia Quimica. CAC; Argentina. Universidad Nacional del Centro de la Provincia de Buenos Aires; Argentin
Iterative Solvers for Physics-based Simulations and Displays
La génération d’images et de simulations réalistes requiert des modèles complexes pour capturer tous les détails d’un phénomène physique. Les équations mathématiques qui composent ces modèles sont compliquées et ne peuvent pas être résolues analytiquement. Des procédures numériques doivent donc être employées pour obtenir des solutions approximatives à ces modèles. Ces procédures sont souvent des algorithmes itératifs, qui calculent une suite convergente vers la solution désirée à partir d’un essai initial. Ces méthodes sont une façon pratique et efficace de calculer des solutions à des systèmes complexes, et sont au coeur de la plupart des méthodes de simulation modernes. Dans cette thèse par article, nous présentons trois projets où les algorithmes itératifs jouent un rôle majeur dans une méthode de simulation ou de rendu. Premièrement, nous présentons une méthode pour améliorer la qualité visuelle de simulations fluides. En créant une surface de haute résolution autour d’une simulation existante, stabilisée par une méthode itérative, nous ajoutons des détails additionels à la simulation. Deuxièmement, nous décrivons une méthode de simulation fluide basée sur la réduction de modèle. En construisant une nouvelle base de champ de vecteurs pour représenter la vélocité d’un fluide, nous obtenons une méthode spécifiquement adaptée pour améliorer les composantes itératives de la simulation. Finalement, nous présentons un algorithme pour générer des images de haute qualité sur des écrans multicouches dans un contexte de réalité virtuelle. Présenter des images sur plusieurs couches demande des calculs additionels à coût élevé, mais nous formulons le problème de décomposition des images afin de le résoudre efficacement avec une méthode itérative simple.Realistic computer-generated images and simulations require complex models to properly capture the many subtle behaviors of each physical phenomenon. The mathematical equations underlying these models are complicated, and cannot be solved analytically. Numerical procedures must thus be used to obtain approximate solutions. These procedures are often iterative algorithms, where an initial guess is progressively improved to converge to a desired solution. Iterative methods are a convenient and efficient way to compute solutions to complex systems, and are at the core of most modern simulation methods. In this thesis by publication, we present three papers where iterative algorithms play a major role in a simulation or rendering method. First, we propose a method to improve the visual quality of fluid simulations. By creating a high-resolution surface representation around an input fluid simulation, stabilized with iterative methods, we introduce additional details atop of the simulation. Second, we describe a method to compute fluid simulations using model reduction. We design a novel vector field basis to represent fluid velocity, creating a method specifically tailored to improve all iterative components of the simulation. Finally, we present an algorithm to compute high-quality images for multifocal displays in a virtual reality context. Displaying images on multiple display layers incurs significant additional costs, but we formulate the image decomposition problem so as to allow an efficient solution using a simple iterative algorithm
Factors for Interactive Liquid Perception in Augmented Reality on Mobile Devices
Augmented reality (AR) is one of the hottest things with Apple and Google trying to capture people\textquotesingle s interests and wonder. Given these new needs, there have not been much on what the best thing to do when creating these experiences. Thus in my work, I investigate the best way to bring believable virtual interactive liquids into the real world . Believability is what the user would feel is a more representative of a liquid in real life even when the liquid is virtual. Therefore, I examine three factors for virtual liquids, namely the dynamics and texturing of the liquid and the real world lighting. This works finds that motion models are the most important factor for humans to believe that the virtual fluid in AR is a liquid regardless of angles. This allow developers to focus on the motion models rather than any other factors when creating new experiences in AR
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