5 research outputs found
Deep Fluids: A Generative Network for Parameterized Fluid Simulations
This paper presents a novel generative model to synthesize fluid simulations
from a set of reduced parameters. A convolutional neural network is trained on
a collection of discrete, parameterizable fluid simulation velocity fields. Due
to the capability of deep learning architectures to learn representative
features of the data, our generative model is able to accurately approximate
the training data set, while providing plausible interpolated in-betweens. The
proposed generative model is optimized for fluids by a novel loss function that
guarantees divergence-free velocity fields at all times. In addition, we
demonstrate that we can handle complex parameterizations in reduced spaces, and
advance simulations in time by integrating in the latent space with a second
network. Our method models a wide variety of fluid behaviors, thus enabling
applications such as fast construction of simulations, interpolation of fluids
with different parameters, time re-sampling, latent space simulations, and
compression of fluid simulation data. Reconstructed velocity fields are
generated up to 700x faster than re-simulating the data with the underlying CPU
solver, while achieving compression rates of up to 1300x.Comment: Computer Graphics Forum (Proceedings of EUROGRAPHICS 2019),
additional materials: http://www.byungsoo.me/project/deep-fluids
Tools for fluid simulation control in computer graphics
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 gĂ©nĂ©rĂ©e. Cette thèse prĂ©sente deux projets, chacun contribuant Ă l’état de l’art reliĂ© Ă
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 Ă un utilisateur non expert de simplement Ă©diter 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
Interactive freeform editing techniques for large-scale, multiresolution level set models
Level set methods provide a volumetric implicit surface representation with automatic smooth blending properties and no self-intersections. They can handle arbitrary topology changes easily, and the volumetric implicit representation does not require the surface to be re-adjusted after extreme deformations. Even though they have found some use in movie productions and some medical applications, level set models are not highly utilized in either special effects industry or medical science. Lack of interactive modeling tools makes working with level set models difficult for people in these application areas.This dissertation describes techniques and algorithms for interactive freeform editing of large-scale, multiresolution level set models. Algorithms are developed to map intuitive user interactions into level set speed functions producing specific, desired surface movements. Data structures for efficient representation of very high resolution volume datasets and associated algorithms for rapid access and processing of the information within the data structures are explained. A hierarchical, multiresolution representation of level set models that allows for rapid decomposition and reconstruction of the complete full-resolution model is created for an editing framework that allows level-of-detail editing. We have developed a framework that identifies surface details prior to editing and introduces them back afterwards. Combining these two features provides a detail-preserving level set editing capability that may be used for multi-resolution modeling and texture transfer. Given the complex data structures that are required to represent large-scale, multiresolution level set models and the compute-intensive numerical methods to evaluate them, optimization techniques and algorithms have been developed to evaluate and display the dynamic isosurface embedded in the volumetric data.Ph.D., Computer Science -- Drexel University, 201