74 research outputs found

    Real-time lattice boltzmann shallow waters method for breaking wave simulations

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    We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.Peer ReviewedPostprint (author's final draft

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    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

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    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

    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

    Interactive Procedural Modelling of Coherent Waterfall Scenes

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    International audienceCombining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of the waterfalls. We present the first solution for the interactive procedural design of coherent waterfall scenes. Our system combines vectorial editing, where the user assembles elements to create a waterfall network over an existing terrain, with a procedural model that parametrizes these elements from hydraulic exchanges; enforces consistency between the terrain and the flow; and generates detailed geometry, animated textures and shaders for the waterfalls and their surroundings. The tool is interactive, yielding visual feedback after each edit

    CHRONO: a parallel multi-physics library for rigid-body, flexible-body, and fluid dynamics

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    Abstract. The last decade witnessed a manifest shift in the microprocessor industry towards chip designs that promote parallel computing. Until recently the privilege of a select group of large research centers, Teraflop computing is becoming a commodity owing to inexpensive GPU cards and multi to many-core x86 processors. This paradigm shift towards large scale parallel computing has been leveraged in CHRONO, a freely available C++ multi-physics simulation package. CHRONO is made up of a collection of loosely coupled components that facilitate different aspects of multi-physics modeling, simulation, and visualization. This contribution provides an overview of CHRONO::Engine, CHRONO::Flex, CHRONO::Fluid, and CHRONO::Render, which are modules that can capitalize on the processing power of hundreds of parallel processors. Problems that can be tackled in CHRONO include but are not limited to granular material dynamics, tangled large flexible structures with self contact, particulate flows, and tracked vehicle mobility. The paper presents an overview of each of these modules and illustrates through several examples the potential of this multi-physics library

    Modeling of erosion impact on geometric objects

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    Simulace eroze je důležitým problémem v oblasti počítačové grafiky. Nejvýznamnějšími erozními procesy v přírodě jsou zvětrávání a hydraulická eroze. Mnoho metod se těmito problémy zabývá, ale většinou jsou tyto metody založeny na výškových mapách nebo volumetrických datech. Výškové mapy neumožňují simulaci složitých plně trojrozměrných scén, zatímco volumetrická data mají vysoké paměťové nároky. Tato disertační práce zkoumá výhody reprezentace erodovaných objektů pomocí trojúhelníkových sítí a navrhuje řešení problémů, které vznikají v důsledku použití této datové struktury. Trojúhelníkové sítě se ukázaly být vhodnou datovou strukturou pro použití při simulaci eroze díky jejich adaptivitě a možnosti modelovat složité konkávní prvky scény. Použití trojúhelníkových sítí však přináší nové problémy, například problém vzniku nekonzistence sítě v důsledku silné eroze nebo problém simulace složitých scén složených z více materiálů. Tato práce zkoumá zmíněné problémy a navrhuje jejich možná řešení.ObhájenoErosion simulation is an important problem in the field of computer graphics. The most prominent erosion processes in nature are weathering and hydraulic erosion. Many methods address these problems but they are mostly based on height fields or volumetric data. Height fields do not allow the simulation of complex fully 3D scenes while the volumetric data have high memory requirements. This thesis explores the advantages of representing the eroded objects as triangular meshes and proposes solutions to problems that arise due to the use of this data structure. Triangular meshes prove to be an advantageous data structure for erosion simulations due to their adaptivity and the possibility to model complex concave features. However, the use of the triangular meshes brings new problems to the erosion simulation, such as the problem of creation of an inconsistency in the mesh due to heavy erosion or the problem of simulation of complex scenes composed of multiple materials. This thesis explores these problems and suggests possible solutions

    Multiple-fluid SPH simulation using a mixture model

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    This article presents a versatile and robust SPH simulation approach for multiple-fluid flows. The spatial distribution of different phases or components is modeled using the volume fraction representation, the dynamics of multiple-fluid flows is captured by using an improved mixture model, and a stable and accurate SPH formulation is rigorously derived to resolve the complex transport and transformation processes encountered in multiple-fluid flows. The new approach can capture a wide range of real-world multiple-fluid phenomena, including mixing/unmixing of miscible and immiscible fluids, diffusion effect and chemical reaction, etc. Moreover, the new multiple-fluid SPH scheme can be readily integrated into existing state-of-the-art SPH simulators, and the multiple-fluid simulation is easy to set up. Various examples are presented to demonstrate the effectiveness of our approach

    Parallel fluid dynamics for the film and animation industries

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    Includes bibliographical references (leaves 142-149).The creation of automated fluid effects for film and media using computer simulations is popular, as artist time is reduced and greater realism can be achieved through the use of numerical simulation of physical equations. The fluid effects in today’s films and animations have large scenes with high detail requirements. With these requirements, the time taken by such automated approaches is large. To solve this, cluster environments making use of hundreds or more CPUs have been used. This overcomes the processing power and memory limitations of a single computer and allows very large scenes to be created. One of the newer methods for fluid simulation is the Lattice Boltzmann Method (LBM). This is a cellular automata type of algorithm, which parallelizes easily. An important part of the process of parallelization is load balancing; the distribution of computation amongst the available computing resources in the cluster. To date, the parallelization of the Lattice Boltzmann method only makes use of static load balancing. Instead, it is possible to make use of dynamic load balancing, which adjusts the computation distribution as the simulation progresses. Here, we investigate the use of the LBM in conjunction with a Volume of Fluid (VOF) surface representation in a parallel environment with the aim of producing large scale scenes for the film and animation industries. The VOF method tracks mass exchange between cells of the LBM. In particular, we implement the new dynamic load balancing algorithm to improve the efficiency of the fluid simulation using this method. Fluid scenes from films and animations have two important requirements: the amount of detail and the spatial resolution of the fluid. These aspects of the VOF LBM are explored by considering the time for scene creation using a single and multi-CPU implementation of the method. The scalability of the method is studied by plotting the run time, speedup and efficiency of scene creation against the number of CPUs. From such plots, an estimate is obtained of the feasibility of creating scenes of a giving level of detail. Such estimates enable the recommendation of architectures for creation of specific scenes. Using a parallel implementation of the VOF LBM method we successfully create large scenes with great detail. In general, considering the significant amounts of communication required for the parallel method, it is shown to scale well, favouring scenes with greater detail. The scalability studies show that the new dynamic load balancing algorithm improves the efficiency of the parallel implementation, but only when using lower number of CPUs. In fact, for larger number of CPUs, the dynamic algorithm reduces the efficiency. We hypothesise the latter effect can be removed by making using of centralized load balancing decision instead of the current decentralized approach. The use of a cluster comprising of 200 CPUs is recommended for the production of large scenes of a grid size 6003 in a reasonable time frame
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