373 research outputs found

    Towards practice real-time water simulations : multiphase smoothed particle hydrodynamics (M-SPH)

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    Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent Univ., 2008.Thesis (Master's) -- Bilkent University, 2008.Includes bibliographical references leaves 53-54.Simulation of water and other fluid phenomena have always been a popular topic in the computer graphics research area and many solutions provided in this topic covers many fluid simulation aspects. However, with the complex nature of physics of fluid dynamics, usually these solutions are not applicable to the real-time domain, especially interactive applications like computer games. The solutions that both target a realistic behavior and real-time CPU boundaries tend to solve the problem by utilizing Smoothed Particle Hydrodynamics (SPH) technique in the solution of Navier-Stokes equations. In this study, we introduce a novel approach for modeling of the water dynamics with multiple layers of SPH. This approach increases the level of detail in the constructed water surfaces while decreasing the required overall computation time. To achieve this, an extra SPH layer is introduced to use larger particles to fill most of the fluid volume which helps to simulate general fluid behavior in less numbers while utilizing other extra SPH layers with small particles to fill up in-betweens for finer detail in water surfaces. The performance gain can be up to several magnitudes with the increase of the water size while maintaining visually similar or more appealing results.Gökdoğan, Göktuğ FM.S

    A Unified Particle System Framework for Multi-Phase, Multi-Material Visual Simulations

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    We introduce a unified particle framework which integrates the phase-field method with multi-material simulation to allow modeling of both liquids and solids, as well as phase transitions between them. A simple elasto-plastic model is used to capture the behavior of various kinds of solids, including deformable bodies, granular materials, and cohesive soils. States of matter or phases, particularly liquids and solids, are modeled using the non-conservative Allen-Cahn equation. In contrast, materials---made of different substances---are advected by the conservative Cahn-Hilliard equation. The distributions of phases and materials are represented by a phase variable and a concentration variable, respectively, allowing us to represent commonly observed fluid-solid interactions. Our multi-phase, multi-material system is governed by a unified Helmholtz free energy density. This framework provides the first method in computer graphics capable of modeling a continuous interface between phases. It is versatile and can be readily used in many scenarios that are challenging to simulate. Examples are provided to demonstrate the capabilities and effectiveness of this approach

    Particle based modeling and simulation of natural phenomena

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    Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.Thesis (Ph. D.) -- Bilkent University, 2010.Includes bibliographical references leaves 92-108.This thesis is about modeling and simulation of fluids and cloth-like deformable objects by the physically-based simulation paradigm. Simulated objects are modeled with particles and their interaction with each other and the environment is defined by particle-to-particle forces. We propose several improvements over the existing particle simulation techniques. Neighbor search algorithms are crucial for the performance efficiency and robustness of a particle system. We present a sorting-based neighbor search method which operates on a uniform grid, and can be parallelizable. We improve upon the existing fluid surface generation methods so that our method captures surface details better since we consider the relative position of fluid particles to the fluid surface. We investigate several alternatives of particle interaction schema (i.e. Smoothed Particle Hydrodynamics, the Discrete Element Method, and Lennard-Jones potential) for the purpose of defining fluid-fluid, fluid-cloth, fluid-boundary interaction forces. We also propose a practical way to simulate knitwear and its interaction with fluids. We employ capillary pressure–based forces to simulate the absorption of fluid particles by knitwear. We also propose a method to simulate the flow of miscible fluids. Our particle simulation system is implement to exploit parallel computing capabilities of the commodity computers. Specifically, we implemented the proposed methods on multicore CPUs and programmable graphics boards. The experiments show that our method is computationally efficient and produces realistic results.Bayraktar, SerkanPh.D

    Efficient algorithms for the realistic simulation of fluids

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    Nowadays there is great demand for realistic simulations in the computer graphics field. Physically-based animations are commonly used, and one of the more complex problems in this field is fluid simulation, more so if real-time applications are the goal. Videogames, in particular, resort to different techniques that, in order to represent fluids, just simulate the consequence and not the cause, using procedural or parametric methods and often discriminating the physical solution. This need motivates the present thesis, the interactive simulation of free-surface flows, usually liquids, which are the feature of interest in most common applications. Due to the complexity of fluid simulation, in order to achieve real-time framerates, we have resorted to use the high parallelism provided by actual consumer-level GPUs. The simulation algorithm, the Lattice Boltzmann Method, has been chosen accordingly due to its efficiency and the direct mapping to the hardware architecture because of its local operations. We have created two free-surface simulations in the GPU: one fully in 3D and another restricted only to the upper surface of a big bulk of fluid, limiting the simulation domain to 2D. We have extended the latter to track dry regions and is also coupled with obstacles in a geometry-independent fashion. As it is restricted to 2D, the simulation loses some features due to the impossibility of simulating vertical separation of the fluid. To account for this we have coupled the surface simulation to a generic particle system with breaking wave conditions; the simulations are totally independent and only the coupling binds the LBM with the chosen particle system. Furthermore, the visualization of both systems is also done in a realistic way within the interactive framerates; raycasting techniques are used to provide the expected light-related effects as refractions, reflections and caustics. Other techniques that improve the overall detail are also applied as low-level detail ripples and surface foam

    Controlling Melting Phase Change Simulations

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    I have developed a set of Houdini Digital Assets (HDA) to control phase change in materials that melt. Examples of real world materials that exhibit these phenomena include melting candles, molten steel, etc. The purpose of this tool is to provide artistic user control when animating these materials. The user can provide an object model as an input to the HDA, which can then be split into multiple sections as per the user’s needs. The user can then specify attributes such as temperature, viscosity, and a melting rate for each section. The object is then filled with particles to resemble a particle based fluid object, with each particle inheriting the attributes of the section it belongs to. When the simulation is run, two conditions control the behavior of the phase change at each timestep. First, the particles melt only at the rate specified for their section. Second, the particles from one section do not mix with those from another section. These conditions are implemented using custom digital assets in Houdini that I developed. Once the simulation is complete, the user is able to combine the deformed meshes of each section into a unified animated mesh and proceed with shading, lighting, and rendering

    Interactive simulation and rendering of fluids on graphics hardware

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    Computational uid dynamics can be used to reproduce the complex motion of fluids for use in computer graphics, but the simulation and rendering are both highly computationally intensive. In the past performing these tasks on the CPU could take many minutes per frame, especially for large scale scenes at high levels of detail, which limited their usage to offline applications such as in film and media. However, using the massive parallelism of GPUs, it is nowadays possible to produce uid visual effects in real time for interactive applications such as games. We present such an interactive simulation using the CUDA GPU computing environment and OpenGL graphics API. Smoothed Particle Hydrodynamics (SPH) is a popular particle-based fluid simulation technique that has been shown to be well suited to acceleration on the GPU. Our work extends an existing GPU-based SPH implementation by incorporating rigid body interaction and rendering. Solid objects are represented using particles to accumulate hydrodynamic forces from surrounding fluid, while motion and collision handling are handled by the Bullet Physics library on the CPU. Our system demonstrates two-way coupling with multiple objects floating, displacing fluid and colliding with each other. For rendering we compare the performance and memory consumption of two approaches, splatting and raycasting, we also describe the visual characteristics of each. In our evaluation we consider a target of between 24 and 30 fps to be sufficient for smooth interaction and aim to determine the performance impact of our new features. We begin by establishing a performance baseline and find that the original system runs smoothly up to 216,000 fluid particles but after introducing rendering this drops to 27,000 particles with the rendering taking up the majority of the frame time in both techniques. We find that the most significant limiting factor to splatting performance to be the onscreen area occupied by fluid while the raycasting performance is primarily determined by the resolution of the 3D texture used for sampling. Finally we find that performing solid interaction on the CPU is a viable approach that does not introduce significant overhead unless solid particles vastly outnumber fluid ones

    Multiphase flow of immiscible fluids on unstructured moving meshes

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    Figure 1: Multiple fluids with different viscosity coefficients and surface tension densities splashing on the bottom of a cylindrical container. Observe that the simulation has no problem dealing with thin sheets. In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion. In the context of multiphase flow, we guarantee that every element is occupied by a single fluid and, consequently, the interface between fluids is represented by a set of faces in the simplicial complex. This approach ensures that the underlying discretization matches the physics and avoids the additional book-keeping required in grid-based methods where multiple fluids may occupy the same cell. Our Lagrangian approach naturally leads us to adopt a finite element approach to simulation, in contrast to the finite volume approaches adopted by a majority of fluid simulation techniques that use tetrahedral meshes. We characterize fluid simulation as an optimization problem allowing for full coupling of the pressure and velocity fields and the incorporation of a second-order surface energy. We introduce a preconditioner based on the diagonal Schur complement and solve our optimization on the GPU. We provide the results of parameter studies as well as
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