264 research outputs found

    ACM Transactions on Graphics

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    When aiming to seamlessly integrate a fluid simulation into a larger scenario (like an open ocean), careful attention must be paid to boundary conditions. In particular, one must implement special "non-reflecting" boundary conditions, which dissipate out-going waves as they exit the simulation. Unfortunately, the state of the art in non-reflecting boundary conditions (perfectly-matched layers, or PMLs) only permits trivially simple inflow/outflow conditions, so there is no reliable way to integrate a fluid simulation into a more complicated environment like a stormy ocean or a turbulent river. This paper introduces the first method for combining nonreflecting boundary conditions based on PMLs with inflow/outflow boundary conditions that vary arbitrarily throughout space and time. Our algorithm is a generalization of stateof- the-art mean-flow boundary conditions in the computational fluid dynamics literature, and it allows for seamless integration of a fluid simulation into much more complicated environments. Our method also opens the door for previously-unseen postprocess effects like retroactively changing the location of solid obstacles, and locally increasing the visual detail of a pre-existing simulation

    Design of 2D Time-Varying Vector Fields

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    Design of 2D time-varying vector fields

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    pre-printDesign of time-varying vector fields, i.e., vector fields that can change over time, has a wide variety of important applications in computer graphics. Existing vector field design techniques do not address time-varying vector fields. In this paper, we present a framework for the design of time-varying vector fields, both for planar domains as well as manifold surfaces. Our system supports the creation and modification of various time-varying vector fields with desired spatial and temporal characteristics through several design metaphors, including streamlines, pathlines, singularity paths, and bifurcations. These design metaphors are integrated into an element-based design to generate the time-varying vector fields via a sequence of basis field summations or spatial constrained optimizations at the sampled times. The key-frame design and field deformation are also introduced to support other user design scenarios. Accordingly, a spatial-temporal constrained optimization and the time-varying transformation are employed to generate the desired fields for these two design scenarios, respectively. We apply the time-varying vector fields generated using our design system to a number of important computer graphics applications that require controllable dynamic effects, such as evolving surface appearance, dynamic scene design, steerable crowd movement, and painterly animation. Many of these are difficult or impossible to achieve via prior simulation-based methods. In these applications, the time-varying vector fields have been applied as either orientation fields or advection fields to control the instantaneous appearance or evolving trajectories of the dynamic effects

    Reviews on Physically Based Controllable Fluid Animation

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    In computer graphics animation, animation tools are required for fluid-like motions which are controllable by users or animator, since applying the techniques to commercial animations such as advertisement and film. Many developments have been proposed to model controllable fluid simulation with the need in realistic motion, robustness, adaptation, and support more required control model. Physically based models for different states of substances have been applied in general in order to permit animators to almost effortlessly create interesting, realistic, and sensible animation of natural phenomena such as water flow, smoke spread, etc. In this paper, we introduce the methods for simulation based on physical model and the techniques for control the flow of fluid, especially focus on particle based method. We then discuss the existing control methods within three performances; control ability, realism, and computation time. Finally, we give a brief of the current and trend of the research areas

    Discrete-Element Modeling of Shear-Induced Particle Migration during Concrete Pipe Flow: Effect of Size Distribution and Concentration of Aggregate on Formation of Lubrication Layer

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    The Paper Seeks to Better Understand the Particulate Mechanics Giving Rise to the Lubrication Layer (LL) in Flows with Wide Particle-Size Distributions (PSD) Typical of Concrete Pumping Applications. the Study Uses a Soft-Sphere Discrete Element Method (DEM) to Simulate the Shear-Induced Particle Migration (SIPM) Mechanism of Formation of the LL. to Provide Realistic Understanding of SIPM and Rheological Heterogeneity of Concrete, Three Wide PSDs (Fine, Medium, and Coarse) and Three Different Concentrations (10 %–40 %) of Five Spherical-Particle Subclasses (1–17 Mm Diameter) Were Investigated. the Radial Evolution of Concentration and Particle Distribution Was Simulated over Time and the LL Formation Was Successfully Simulated. the Predicted LL Thicknesses Compared Well with Experimental Values. the Coupled Effect of PSD, Concentration, and Mean Diameter of Particles on Wall Effect, SIPM, and Rheological Heterogeneities Across the Pipe Was Evaluated. Higher Rheological Heterogeneity Across the Pipe Was Obtained for Higher Concentration and Coarser Particle Size Distributions

    Tools for fluid simulation control in computer graphics

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    L’animation basée sur la physique peut générer des systèmes aux comportements complexes et réalistes. Malheureusement, contrôler de tels systèmes est une tâche ardue. Dans le cas de la simulation de fluide, le processus de contrôle est particulièrement complexe. Bien que de nombreuses méthodes et outils ont été mis au point pour simuler et faire le rendu de fluides, trop peu de méthodes offrent un contrôle efficace et intuitif sur une simulation de fluide. Étant donné que le coût associé au contrôle vient souvent s’additionner au coût de la simulation, appliquer un contrôle sur une simulation à plus haute résolution rallonge chaque itération du processus de création. Afin d’accélérer ce processus, l’édition peut se faire sur une simulation basse résolution moins coûteuse. Nous pouvons donc considérer que la création d’un fluide contrôlé peut se diviser en deux phases: une phase de contrôle durant laquelle un artiste modifie le comportement d’une simulation basse résolution, et une phase d’augmentation de détail durant laquelle une version haute résolution de cette simulation est générée. Cette thèse présente deux projets, chacun contribuant à l’état de l’art relié à chacune de ces deux phases. Dans un premier temps, on introduit un nouveau système de contrôle de liquide représenté par un modèle particulaire. À l’aide de ce système, un artiste peut sélectionner dans une base de données une parcelle de liquide animé précalculée. Cette parcelle peut ensuite être placée dans une simulation afin d’en modifier son comportement. À chaque pas de simulation, notre système utilise la liste de parcelles actives afin de reproduire localement la vision de l’artiste. Une interface graphique intuitive a été développée, inspirée par les logiciels de montage vidéo, et permettant à un utilisateur non expert de simplement éditer une simulation de liquide. Dans un second temps, une méthode d’augmentation de détail est décrite. Nous proposons d’ajouter une étape supplémentaire de suivi après l’étape de projection du champ de vitesse d’une simulation de fumée eulérienne classique. Durant cette étape, un champ de perturbations de vitesse non-divergent est calculé, résultant en une meilleure correspondance des densités à haute et à basse résolution. L’animation de fumée résultante reproduit fidèlement l’aspect grossier de la simulation d’entrée, tout en étant augmentée à l’aide de détails simulés.Physics-based animation can generate dynamic systems of very complex and realistic behaviors. Unfortunately, controlling them is a daunting task. In particular, fluid simulation brings up particularly difficult problems to the control process. Although many methods and tools have been developed to convincingly simulate and render fluids, too few methods provide efficient and intuitive control over a simulation. Since control often comes with extra computations on top of the simulation cost, art-directing a high-resolution simulation leads to long iterations of the creative process. In order to shorten this process, editing could be performed on a faster, low-resolution model. Therefore, we can consider that the process of generating an art-directed fluid could be split into two stages: a control stage during which an artist modifies the behavior of a low-resolution simulation, and an upresolution stage during which a final high-resolution version of this simulation is driven. This thesis presents two projects, each one improving on the state of the art related to each of these two stages. First, we introduce a new particle-based liquid control system. Using this system, an artist selects patches of precomputed liquid animations from a database, and places them in a simulation to modify its behavior. At each simulation time step, our system uses these entities to control the simulation in order to reproduce the artist’s vision. An intuitive graphical user interface inspired by video editing tools has been developed, allowing a nontechnical user to simply edit a liquid animation. Second, a tracking solution for smoke upresolution is described. We propose to add an extra tracking step after the projection of a classical Eulerian smoke simulation. During this step, we solve for a divergence-free velocity perturbation field resulting in a better matching of the low-frequency density distribution between the low-resolution guide and the high-resolution simulation. The resulting smoke animation faithfully reproduces the coarse aspect of the low-resolution input, while being enhanced with simulated small-scale details

    Design of 2D Time-Varying Vector Fields

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    Mini-Workshop: Analytical and Numerical Methods in Image and Surface Processing

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    The workshop successfully brought together researchers from mathematical analysis, numerical mathematics, computer graphics and image processing. The focus was on variational methods in image and surface processing such as active contour models, Mumford-Shah type functionals, image and surface denoising based on geometric evolution problems in image and surface fairing, physical modeling of surfaces, the restoration of images and surfaces using higher order variational formulations

    Editing Fluid Simulations with Jet Particles

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    Fluid simulation is an important topic in computer graphics in the pursuit of adding realism to films, video games and virtual environments. The results of a fluid simulation are hard to edit in a way that provide a physically plausible solution. Edits need to preserve the incompressibility condition in order to create natural looking water and smoke simulations. In this thesis we present an approach that allows a simple artist-friendly interface for designing and editing complex fluid-like flows that are guaranteed to be incompressible in two and three dimensions. Key to our method is a formulation for the design of flows using jet particles. Jet particles are Lagrangian solutions to a regularised form of Euler’s equations, and their velocity fields are divergence-free which motivates their use in computer graphics. We constrain their dynamics to design divergence-free flows and utilise them effectively in a modern visual effects pipeline. Using just a handful of jet particles we produce visually convincing flows that implicitly satisfy the incompressibility condition. We demonstrate an interactive tool in two dimensions for designing a range of divergence-free deformations. Further we describe methods to couple these flows with existing simulations in order to give the artist creative control beyond the initial outcome. We present examples of local temporal edits to smoke simulations in 2D and 3D. The resulting methods provide promising new ways to design and edit fluid-like deformations and to create general deformations in 3D modelling. We show how to represent existing divergence-free velocity fields using jet particles, and design new vector fields for use in fluid control applications. Finally we provide an efficient implementation for deforming grids, meshes, volumes, level sets, vectors and tensors, given a jet particle flow
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