392 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
Visual Simulation of Multiple Unmixable Fluids
International audienceWe present a novel grid-based method for simulating multiple unmixable fluids moving and interacting. Unlike previous methods that can only represent the interface between two fluids (usually between liquid and gas), this method can handle an arbitrary number of fluids through multiple independent level sets coupled with a constrain condition. To capture the fluid surface more accurately, we extend the particle level set method to a multi-fluid version. It shares the advantages of the particle level set method, and has the ability to track the interfaces of multiple fluids. To handle the dynamic behavior of different fluids existing together, we use a multiphase fluid formulation based on a smooth weight function
Water wave animation via wavefront parameter interpolation
We present an efficient wavefront tracking algorithm for animating bodies of water that interact with their environment. Our contributions include: a novel wavefront tracking technique that enables dispersion, refraction, reflection, and diffraction in the same simulation; a unique multivalued function interpolation method that enables our simulations to elegantly sidestep the Nyquist limit; a dispersion approximation for efficiently amplifying the number of simulated waves by several orders of magnitude; and additional extensions that allow for time-dependent effects and interactive artistic editing of the resulting animation. Our contributions combine to give us multitudes more wave details than similar algorithms, while maintaining high frame rates and allowing close camera zooms
Physically-Based Droplet Interaction
In this paper we present a physically-based model for simulating realistic interactions between liquid droplets in an efficient manner. Our particle-based system recreates the coalescence, separation and fragmentation interactions that occur between colliding liquid droplets and allows systems of droplets to be meaningfully repre- sented by an equivalent number of simulated particles. By consid- ering the interactions specific to liquid droplet phenomena directly, we display novel levels of detail that cannot be captured using other interaction models at a similar scale. Our work combines experi- mentally validated components, originating in engineering, with a collection of novel modifications to create a particle-based interac- tion model for use in the development of mid-to-large scale droplet- based liquid spray effects. We demonstrate this model, alongside a size-dependent drag force, as an extension to a commonly-used ballistic particle system and show how the introduction of these interactions improves the quality and variety of results possible in recreating liquid droplets and sprays, even using these otherwise simple systems
Recommended from our members
Surface-Only Simulation of Fluids
Surface-only simulation methods for fluid dynamics are those that perform computation only on a surface representation, without relying on any volumetric discretization. Such methods have superior asymptotic complexity in time and memory than the traditional volumetric discretization approaches, and thus are more tractable for simulation of complex fluid phenomena. Although for most computer graphics applications and many engineering applications, the interior flow inside the fluid phases is typically not of interest, the vast majority of existing numerical techniques still rely on discretization of the volumetric domain. My research first tackles the mesh-based surface tracking problem in the multimaterial setting, and then proposes surface-only simulation solutions for two scenarios: the soap-films and bubbles, and the general 3D liquids. Throughout these simulation approaches, all computation takes place on the surface, and volumetric discretization is entirely eliminated
Turbulent Micropolar SPH Fluids with Foam
In this paper we introduce a novel micropolar material model for the simulation of turbulent inviscid fluids. The governing equations are solved by using the concept of Smoothed Particle Hydrodynamics (SPH). SPH fluid simulations suffer from numerical diffusion which leads to a lower vorticity, a loss in turbulent details and finally in less realistic results. To solve this problem we propose a micropolar fluid model. The micropolar fluid model is a generalization of the classical Navier-Stokes equations, which are typically used in computer graphics to simulate fluids. In contrast to the classical Navier-Stokes model, micropolar fluids have a microstructure and therefore consider the rotational motion of fluid particles. In addition to the linear velocity field these fluids have a field of microrotation which represents existing vortices and provides a source for new ones. Our novel micropolar model can generate realistic turbulences, is linear and angular momentum conserving, can be easily integrated in existing SPH simulation methods and its computational overhead is negligible. Another important visual feature of turbulent liquids is foam. Therefore, we present a post-processing method which considers microrotation in the foam generation. It works completely automatic and requires only one user-defined parameter to control the amount of foam
Real-time 3D rendering of water using CUDA
This thesis addresses the real-time simulation of 3D water, both on the CPU and
on the GPU. The stable fluids method is extended to 3D, and implemented both on
the CPU and on the GPU. The GPU-based implementation is done using the NVIDIA
Compute Unified Device Architecture API (Application Programming Interface),
shortly CUDA. The stable fluids method requires the use of an iterative sparse linear
system solver. Therefore, three solvers were implemented on both CPU and GPU,
namely Jacobi, Gauss-Seidel, and Conjugate Gradient solvers. Rendering of water
or its velocities, of the moving obstacles, of the static obstacles, and of the world
are done using Vertex Buffer Objects (VBOs). In the CPU-based version standard
OpenGL VBOs are used, while on the GPU-based version OpenGL-CUDA interoperability
VBOs and standard OpenGL VBOs are used
- …