427 research outputs found

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

    Get PDF
    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

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

    Get PDF
    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

    地盤工学の大変形問題に対するSPH法の適用

    Get PDF
    筑波大学 (University of Tsukuba)201

    Shallow waters simulation

    Get PDF
    Dissertação de mestrado integrado em Informatics EngineeringRealistic simulation and rendering of water in real-time is a challenge within the field of computer graphics, as it is very computationally demanding. A common simulation approach is to reduce the problem from 3D to 2D by treating the water surface as a 2D heightfield. When simulating 2D fluids, the Shallow Water Equations (SWE) are often employed, which work under the assumption that the water’s horizontal scale is much greater than it’s vertical scale. There are several methods that have been developed or adapted to model the SWE, each with its own advantages and disadvantages. A common solution is to use grid-based methods where there is the classic approach of solving the equations in a grid, but also the Lattice-Boltzmann Method (LBM) which originated from the field of statistical physics. Particle based methods have also been used for modeling the SWE, namely as a variation of the popular Smoothed-Particle Hydrodynamics (SPH) method. This thesis presents an implementation for real-time simulation and rendering of a heightfield surface water volume. The water’s behavior is modeled by a grid-based SWE scheme with an efficient single kernel compute shader implementation. When it comes to visualizing the water volume created by the simulation, there are a variety of effects that can contribute to its realism and provide visual cues for its motion. In particular, When considering shallow water, there are certain features that can be highlighted, such as the refraction of the ground below and corresponding light attenuation, and the caustics patterns projected on it. Using the state produced by the simulation, a water surface mesh is rendered, where set of visual effects are explored. First, the water’s color is defined as a combination of reflected and transmitted light, while using a Cook- Torrance Bidirectional Reflectance Distribution Function (BRDF) to describe the Sun’s reflection. These results are then enhanced by data from a separate pass which provides caustics patterns and improved attenuation computations. Lastly, small-scale details are added to the surface by applying a normal map generated using noise. As part of the work, a thorough evaluation of the developed application is performed, providing a showcase of the results, insight into some of the parameters and options, and performance benchmarks.Simulação e renderização realista de água em tempo real é um desafio dentro do campo de computação gráfica, visto que é muito computacionalmente exigente. Uma abordagem comum de simulação é de reduzir o problema de 3D para 2D ao tratar a superfície da água como um campo de alturas 2D. Ao simular fluidos em 2D, é frequente usar as equações de águas rasas, que funcionam sobre o pressuposto de que a escala horizontal da água é muito maior que a sua escala vertical. Há vários métodos que foram desenvolvidos ou adaptados para modelar as equações de águas rasas, cada uma com as suas vantagens e desvantagens. Uma solução comum é utilizar métodos baseados em grelhas onde existe a abordagem clássica de resolver as equações numa grelha, mas também existe o método de Lattice Boltzmann que originou do campo de física estatística. Métodos baseados em partículas também já foram usados para modelar as equações de águas rasas, nomeadamente como uma variação do popular método de SPH. Esta tese apresenta uma implementação para simulação e renderização em tempo real de um volume de água com uma superfície de campo de alturas. O comportamento da água é modelado por um esquema de equações de águas rasas baseado na grelha com uma implementação eficiente de um único kernel de compute shader. No que toca a visualizar o volume de água criado pela simulação, existe uma variedade de efeitos que podem contribuir para o seu realismo e fornecer dicas visuais sobre o seu movimento. Ao considerar águas rasas, existem certas características que podem ser destacadas, como a refração do terreno por baixo e correspondente atenuação da luz, e padrões de cáusticas projetados nele. Usando o estado produzido pela simulação, uma malha da superfície da água é renderizada, onde um conjunto de efeitos visuais são explorados. Em primeiro lugar, a cor da água é definida como uma combinação de luz refletida e transmitida, sendo que uma BRDF de Cook-Torrance é usada para descrever a reflexão do Sol. Estes resultados são depois complementados com dados gerados num passo separado que fornece padrões de cáusticas e melhora as computações de atenuação. Por fim, detalhes de pequena escala são adicionados à superfície ao aplicar um mapa de normais gerado com ruído. Como parte do trabalho desenvolvido, é feita uma avaliação detalhada da aplicação desenvolvida, onde é apresentada uma demonstração dos resultados, comentários sobre alguns dos parâmetros e opções, e referências de desempenho

    Efficient algorithms for the realistic simulation of fluids

    Get PDF
    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

    Interface Tracking and Solid-Fluid Coupling Techniques with Coastal Engineering Applications

    No full text
    Multi-material physics arise in an innumerable amount of engineering problems. A broadly scoped numerical model is developed and described in this thesis to simulate the dynamic interaction of multi-fluid and solid systems. It is particularly aimed at modelling the interaction of two immiscible fluids with solid structures in a coastal engineering context; however it can be extended to other similar areas of research. The Navier Stokes equations governing the fluids are solved using a combination of finite element (FEM) and control volume finite element (CVFE) discretisations. The sharp interface between the fluids is obtained through the compressive transport of material properties (e.g. material concentration). This behaviour is achieved through the CVFE method and a conveniently limited flux calculation scheme based on the Hyper-C method by Leonard (1991). Analytical and validation test cases are provided, consisting of steady and unsteady flows. To further enhance the method, improve accuracy, and exploit Lagrangian benefits, a novel moving mesh method is also introduced and tested. It is essentially an Arbitrary Lagrangian Eulerian method in which the grid velocity is defined by semi-explicitly solving an iterative functional minimisation problem. A multi-phase approach is used to introduce solid structure modelling. In this approach, solution of the velocity field for the fluid phase is obtained using Model B as explained by Gidaspow (1994, page 151). Interaction between the fluid phase and the solids is achieved through the means of a source term included in the fluid momentum equations. The interacting force is calculated through integration of this source term and adding a buoyancy contribution. The resulting force is passed to an external solid-dynamics model such as the Discrete Element Method (DEM), or the combined Finite Discrete Element Method (FEMDEM). The versatility and novelty of this combined modelling approach stems from its ability to capture the fluid interaction with particles of random size and shape. Each of the three main components of this thesis: the advection scheme, the moving mesh method, and the solid interaction are individually validated, and examples of randomly shaped and sized particles are shown. To conclude the work, the methods are combined together in the context of coastal engineering applications, where the complex coupled problem of waves impacting on breakwater amour units is chosen to demonstrate the simulation possibilities. The three components developed in this thesis significantly extend the application range of already powerful tools, such as Fluidity, for fluids-modelling and finite discrete element solids-modelling tools by bringing them together for the first time

    A Numerical Simulation of the Shallow Water Flow on a Complex Topography

    Get PDF
    In current chapter, we have thoroughly described a numerical integration scheme of nonstationary 2D equations of shallow water. The scheme combines the smoothed particle hydrodynamics (SPH) and the total variation diminishing (TVD) methods, which are sequentially used at various steps of the combined SPH-TVD algorithm. The method is conservative and well balanced. It provides stable through calculations in presence of nonstationary “water-dry bottom” boundaries on complex irregular bottom topography including the transition of such a boundary between wet and dry bottom through the computational boundary. Multifarious tests demonstrate the effectiveness of the combined SPH-TVD scheme application for a solution of diverse problems of the engineering hydrology

    Interactive Procedural Modelling of Coherent Waterfall Scenes

    Get PDF
    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

    Physics-based fluid simulation in computer graphics: Survey, research trends, and challenges

    Get PDF
    Physics-based fluid simulation has played an increasingly important role in the computer graphics community. Recent methods in this area have greatly improved the generation of complex visual effects and its computational efficiency. Novel techniques have emerged to deal with complex boundaries, multiphase fluids, gas–liquid interfaces, and fine details. The parallel use of machine learning, image processing, and fluid control technologies has brought many interesting and novel research perspectives. In this survey, we provide an introduction to theoretical concepts underpinning physics-based fluid simulation and their practical implementation, with the aim for it to serve as a guide for both newcomers and seasoned researchers to explore the field of physics-based fluid simulation, with a focus on developments in the last decade. Driven by the distribution of recent publications in the field, we structure our survey to cover physical background; discretization approaches; computational methods that address scalability; fluid interactions with other materials and interfaces; and methods for expressive aspects of surface detail and control. From a practical perspective, we give an overview of existing implementations available for the above methods

    Large-Scale Water Simulation in Games

    Get PDF
    Water is an important element in the nature. It is also often encountered in digital games and other virtual environments, but unfortunately interaction with it is typically very limited. The main reason for this is probably the immense computational cost of simulating water behavior. Simulating water and other fluids by numerically solving emph{Navier-Stokes equations} is commonplace for offline engineering applications such as bridge building, weather prediction, or aeronautics. Since the 1990s, these methods have also been applied to computer graphics, but the focus has been in offline applications such as movie special effects. Recent advances in programmable graphics hardware have facilitated real-time fluid simulation in a large enough scale to be applicable in games. This far these methods have been mostly used in games only for visual purposes. This thesis is motivated by the wish to see more games where also the gameplay is affected by water simulation.The first part of this thesis studies the roles of interactive water in different kinds of games. Requirements for water simulation methods are formulated by examining those roles. The thesis then introduces some background theory and various methods for water simulation. The focus is in heightfield-based methods, which simplify the problem by assuming that the water surface can be represented as a vertical displacement from a neutral level. This assumption allows very large amounts of water to be simulated with the very limited resources available for this purpose in a typical game. Most of these methods work on a heightfield terrain and can be enriched with fully 3D effects such as splashes and waterfalls by adding a particle simulation system.An important problem is coupling the water simulation with existing rigid body simulations that are largely used for the dynamics of game objects. The coupling includes effects such as floating, objects moving with the flow, and building dams out of bodies. The thesis introduces a new heightfield-based coupling method, which allows the building of dams from rigid bodies in the heightfield context, unlike the previous approaches. The proposed methods, including the underlying water simulation method and visualization, were implemented in parallel using graphics processing units. The methods were found to be fast enough to be applicable in games.Finally, the most promising current simulation methods are compared from a games point-of-view using the criteria set in the beginning: performance, simplicity, visual quality, richness of behavior, and rigid body coupling. Since quality of experience is a subjective matter, user tests are recommended for comparison. Included in the thesis is one of the first such studies, which found out that leaving out the velocity self-advection step of a shallow water equation solver had no statistically significant effect on any of the measured psychological impacts. Based on the analysis, recommendations for the choice of simulation methods are given for different kinds of games
    corecore